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

35 Likes

Great request, support.

1 Like

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)

1 Like

Bumping this 7-year-old post as I seriously think that having PathfindingService factor in JumpPower/JumpHeight and potentially gravity is essential.

I’m attempting to program AI for my game, but they just keep getting stuck since my game uses a custom jump height and gravity that PathfindingService isn’t accounting for.

This is an issue that has fully crippled my games AI potential, making me have to entirely scrap the idea due to the lack of a most basic and essential feature in Pathfinding.

Adding onto this, maybe when you create a path, JumpHeight should be a variable you can input, which is simply the Height in Studs the agent can jump. Defaults to the default 7.2 studs.

pathfindingService:CreatePath({
	AgentRadius = 3,

	AgentHeight = 6,

	AgentCanJump = false,
	
	AgentJumpHeight = 7.2,

	Costs = {

		Snow = math.huge,

		Metal = math.huge,

	},
})

Why this is needed:
As you can see in this screenshot, my agent wants to jump up onto the platform, however this screenshot was also taken at the exact moment he hit his maximum jump height.


Factoring in the movement to move over to the next waypoint after jumping, and this jump simply isn’t possible, and would cause the agent to get stuck.

Recomputing the same path will result in the agent yet again getting stuck, so the only workaround to this would to be to recompute without the ability to jump, but since this issue happens in 90% of all jumps of my games maps, I’d essentially just be fully disabling the ability for my bots to jump.

4 Likes

I have a better solution, pathfinding should have a variable called “JumpHeight” which will determine what is the highest the pathfinding can jump.

I have an even better solution: rewrite the entire pathfinding code

1 Like

Bumping this again.

I really want to implement bots into my shooter, but am incapable because the lack of a JumpHeight property in pathfinding.
The only way I’ll be able to add bots is either by removing the ability for them to jump, or by ruining my game by resetting Gravity and Jump Height settings to make pathfinding work properly, either giving the bots an unfair movement advantage, or ruining my game’s movement.

1 Like