Yes, I know about both of those and we use them in our games. They can’t solve all of the same use cases that collision groups could since they are global modifiers for all pathfinding agents and collision groups are more specific.
I’m not 100% sure about this, but maybe on different agents you can specify a cost of math.huge
for PathfindingModifiers
that should let only some agents through with PassThrough
property, and the same for the PathfindingLinks
, but I haven’t tested.