Roblox’s pathfinding service isn’t really effective for constant routing, which is why people try and find ways around it, which is one of the reasons SimplePath exists, until roblox has a better way to make a NavigationMesh which also takes into account CollisionFidelities it will be inefficient and buggy.
It’s not technically the modules fault as to why bugs keep happening, as all this does is find ways to utilise the service roblox provided.
But anyways, Do you have any idea how to make pathfinding modifiers work with SimplePath? For me, It dosen’t work, But With the normal Pathfinding service it works.
looks like my npc characters using this pathfinding module refuse to pass through collidable walls set to non-collidable by a collision group… any workarounds available?
Super promising resource at first glance, but in practice pathfinding agents will commonly decide that they will forever be an extension of any solid objects they come near that are over hip-height but not tall enough to be an actual wall. No errors are thrown by the plugin or ROBLOX itself, and I modified the character’s parameters numerous times to hopefully get around the issue but with no success.
Here’s a quick gif of what I mean. Otherwise, I haven’t encountered other issues, but this problem itself is sadly a deal breaker for me.
Kinda disappointed with how it doesn’t support CollectionService, i would’ve expect to clone the tagged character and make it follow the goals but it doesn’t even try to run unless setting parent to individual character which is what I hate to do
is it because I need to parent them all from workspace?
Is it possible for an NPC to at the same time use pathfinding service and always have it’s HRP face the player? For example if it’s target is to the left of the player it would move right while facing the player.
Tried forcing HRP to face the player but it ended up breaking the pathfinding. Anyone got solutions?
tried this but they’re still just standing in place and jumping, i used character:SetPrimaryPartCFrame(CFrame.lookAt(HRP.Position, nearest.HumanoidRootPart.Position * Vector3.new(1, 0, 1) + HRP.Position * Vector3.new(0, 1, 0)))
to make them look at the player
idk about that code but all I did was CFrame.new(npc.primarypart.pos, player.primarypart.pos)
it will move the npc at a very slow pace because you are constantly changing the cframe of the npc,
which is why using the dot product is crucial, you only want the npc to rotate if he goes outside of your fov (dot product condition statements), doing it only when the player is outside of the bounds will negate the slow pace effect