I came back to developing my game after not opening the studio for a couple of months, and I noticed my NPCs not moving when I run the game. For context, I made an entire smart NPC routine for each NPC.
I took one NPC out and isolated it, I ran the routine and it didn’t move. I tried to change the destination, it didn’t work. I tried even to do a simple path, straight line, point A to point B. Nothing. And when I print the path.Status, it says no path. And in deed, when I print the waypoints table nothing appears, empty table. I said maybe it’s from my rig. I made a scratch R6 rig, untouched, moved it to a new baseplate (in the same game), and put a part. Nothing. So out of desperation I just used pathfindingservice to create a path from part A to part B, no humanoids involved. Nothing. For context, my rigs worked when I used Humanoid:MoveTo(). .The new baseplate is anchored and cancollide, both parts A and B are anchored and cancollide. Any suggestions would be lovely. Thank you.
I solved it. If this happens to anyone else in the future, it was caused by an invisible model with a mesh that broke the pathfindingsystem. If this happens to you, make a copy of your game, make a loop that prints the path.Status and delete things manually until it says path Success.
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