Does anyone know the solution or what causes this?
EDIT: In test mode, I deleted the door and resized the left wall 2 studs wider and the NPC then went through. The NPC should go through if I can, without having to resize the wall. Could it be that roblox’s pathfinding doesn’t take the arm’s collision into account?
Those look like normal-sized standard humanoid models. While it’s true that the new pathfinding service assumes agents are all the same size, that’s not the issue here.
From what I’ve seen so far, the new pathfinding system assumes too wide of a radius such that a 4 by 7 door is too small. Normal humanoids only need around 1.6 studs distance from the wall maximum to round a corner or walk next to a wall (due to non-colliding limbs), but the new pathfinding system assumes they need 2 studs, so 4 by 7 doorways and similar are “too small” for them.
@Zeumus Since the pathfinding service looks for a 2 studs distance from walls, the only solution you have right now is to make the doorway wider than 4 studs. 5 or 6 should be good enough to give the new pathfinding system enough space.
You could try having non-collidable parts for 1 stud on the side of the door. The door will look normal, but you can actually walk through a small section on the inside-edge.
I’ve also noticed that it assumes a certain walkspeed, it messes up jumps if the walkspeed is anything but 16.
Why is it hardcoded for a certain character size and walkspeed?