Right now its impossible for us to decide which height our pathfinding agent can jump and fall from.
My suggestion is to add JumpHeight : Number and FallHeight : Number parameters inside :CreatePath() function call
If ROBLOX is able to address this issue, it would help developers in these cases:
Npcs will know how far they can fall, games that revolve around fall damage will not kill npcs.
Npcs will be able to climb stairs, With CanJump=true Npcs keep jumping on stair cases when they climb stairs, with CanJump=False Npcs cant climb stairs. As well as they can jump certain height of walls. You can have 1 npc that can jump low walls while another that can jump higher walls.
will help calculate path jump for larger/smaller npcs.
will potentially fix the npc moving backwards while jumping
Absolutely support this. My experience has fall-damage and I can’t tell NPCs to avoid falling distances that would cause them to take damage. Also, some of them jump at different heights so I’d like the service to realize that.
Bump! This is a real problem and really needed. Got several issues with my NPCs due to them not just jumping down parts or not attempting to jump over parts. Worse is sometimes it doesn’t even try to generate a partial path, it just stands still.
This would be such a great addition to PathfindingService right now!
Having this customisability over how an agent is supposed to traverse a path would be a complete game changer. What we have currently is “okay”, but when it comes to certain NPCs that are meant to remain grounded at all times, PathfindingService is lacking in that department.
I’ve heard there are workarounds revolving around collision groups / invisible walls, but that adds a lot of unnecessary work when this could just be a parameter that developers can use.
@watIsInTheName, is there any possibility of this being looked into?
I’m currently working on a game that relies pretty heavily on PathfindingService, and the only real letdown is that my entities decide to walk straight off edges to take a shortcut. It hurts the immersion, especially when these entities are supposed to stay grounded at all times.
@SmallBusinessPancake you guys should absolutely consider this in your upcoming improvements to pathfinding as this would be a game changer for pathfinding