The navigation mesh works normally until new objects are loaded/removed from the game in a running server both in studio and in live servers. For example, loading different maps into the game breaks the navigation mesh. This seems to have only started happening earlier today.
The mesh is thousands of studs away where it is supposed to be. The actual map has no mesh so NPCs can not navigate.
Replication
I could replicate this at any place I loaded using ROBLOX Studio. It also happens in live servers.
My game Zombie Uprising had no issues with the pathfinding service until a few hours ago today. The pathfinding code and the maps have not changed since the game was released in May.
Other Details
I tried making NPCs navigate on an empty baseplate and the same issue occured.
Methods used: Official Pathfinding Guide
The ‘Status’ property of the path returned by :ComputeAsync() is ‘NoPath.’
Screenshots
After this map has loaded in, the Navigation Mesh is not visible.
Note: The map does not teleport. It has always been in the same spot, and never where the navigation mesh currently is. It is transported from the ServerStorage to Workspace simply using :Clone() and changing the map’s parent to the workspace.
This issue has reappeared for me at multiple games. As before, the navigation mesh is thousands of blocks under the map. If I make changes to the geometry then the mesh is updated, but it remains below the map.
One day the navmesh just kinda up and vanished. My AI stopped working, instead, getting caught on trying to pathfind with the enum path status of “NoPath”
I ran into a similar issue a day ago. If you have a bit of terrain thousands of studs away it completely breaks the navigation mesh and pathfinding will return NoPath.
I’m assuming the same bug applies to parts thousands of studs away as well.
We still have this issue - in our experience we have separate zones that are separated by ~3000 studs and it breaks the navmesh so pathfinding is not usable.
In the current project the pathfinding starts to work in the starting area if we delete the area that is the furthest away.
I’m working on pathfinding for my game and I noticed an issue was happening where my NPCs would suddenly freak out after about 20-30 seconds after the server started. They would out of nowhere start walking into bizarre directions. I eventually got to looking at the navigation mesh, and it appears that ‘chunks’ of the navigation mesh seemingly disappears from the world.
The NPC walks to the edge of the nav mesh to get back to it, but once that happens more chunks disappear until it doesn’t know what to do and just quits.
I wasn’t able to find the nav mesh floating anywhere else, like it was just gone, in fact the whole vertical chunk seemed to disappear so even parts directly above it that had it vanished.
The issue for me was I set FallenPartsDestroyHeight to 0/0 through the command bar, which caused parts to never get destroyed when falling through the world. I did this for technical reasons with my NPCs because they would consistently error in the chance they bug out or fall through the map, even if they respawn and it wouldn’t actually break any part of the game.
Changing FallenPartsDestroyHeight to a value inside of its proper bounds (like -1e4) and I haven’t been able to reproduce this problem anymore.
I’m posting this solution here because it also worked for me when I deleted most of the outer map, some of them being at least thousands of studs away, but this seems to be the culprit for me. I may wish to create a bug report for this, as it still feels like unexpected behavior, but I’m not sure.