Pathfinding support

I have a few questions:

  1. Does the navigation mesh apply on parts with humanoids? Because when I removed the humanoid object from a humanoid the meshes appear, and if so, is there a way around it?
  2. What are the requirements for path.blocked to fire?
  3. Is there a way to make NPCs avoid certain areas, and is there a way to make pathfinding not avoid non-collideable objects?

Thanks to those who answer any of my questions.

  1. i dont know
  2. if the path during moving got suddenly blocked prior to calculation
  3. certain areas… you could try to use raycast and for the second part i have no idea

What does “Blocked prior to calculation” mean? Does it happen when the path is blocked during computeAsync or does it fire when the humanoid is physically blocked by an object?

it means blocked after calculation and the NPC moves, then suddenly a obstacle is on the path