Pathfinding should adapt based on humanoid's current jump power too

With using the current pathfinding system, my partner Fangous and I have noticed that it doesn’t take into account the humanoid’s jump power. This makes it very difficult for us in our game when working with generated mobs and enemies that use pathfinding to try to find the best route to get your player. My request is to modify the current pathfinding system to take into account and adapt the calculated path based on jump power as well. This being added would improve our game greatly, because it’ll create a more accurate, uninterrupted path for mobs to follow to get to the player. This would make the game smoother, look better, more challenging, and less clunky.

~Thanks, Circa555

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Great request, support.

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We want to continue to improve the new Pathfinding system. This is something on our roadmap.

6 Likes

I’ve been thinking about that for a while, it’d be very useful.

Maybe some implementation for custom Rigs and models. (I. e. Passageways for only certain sized/shaped enemies)

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