I am trying to figure out a way to have Pathfinding Service avoid pathing in the field of vision of the player. I want the AI behaviour to basically encourage sneaking up behind a player.
- Create a physical part that is tracked to the head of the player
The problems with this approach is what if I have a wall? The vision cone will ignore that and pierce through the wall.
I’m a bit lost as how to solve this problem. Maybe I do something with CSG to cut and slice this initial vision cone apart, but I’m unsure how to actually do that?