(still need help) Pathfinding ignores pathFindingModifier

Despite using PathfindingModifier path is still created ignoring the “danger zone”. How can I fix it? Check also post 9.
Maybe this is some kind of bug?
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Costs = {
			no = math.huge,
		}

It looks OK to me. The main thing being that you have CanQuery enabled on the Part and a valid PathfindingModifier. I do wonder if there is confusion with the Part & PM Label being the same.

My comparable example from Monkey Poop:
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local pathParameters = {
	AgentRadius = 2.5,
	AgentHeight = 6,
	AgentCanJump = false,
	Costs = {AvoidZone = math.huge}
}

local path = PathfindingService:CreatePath(pathParameters)
1 Like

It doesn’t change anything. Maybe it’s some kind of bug?

Im curious if the pathfinding is done on the Client or the Server?

Server‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎

Can you maybe show us more of the script?

function _G.MoveTo(model: Model, endCFrame: CFrame)
	local humanoid = model:FindFirstChildOfClass("Humanoid")
	if not humanoid then
		warn(`Humanoid in {model} not found!`)
		model:PivotTo(endCFrame)
		return
	end
	local pp = model.PrimaryPart
	if not pp then
		warn(`PrimaryPart in {model} not found!`)
		model:PivotTo(endCFrame)
		return
	end
	local path = PathFindingService:CreatePath({
		AgentRadius = pp.Size.X,
		AgentCanJump = false,
		Costs = {
			no = math.huge,
		}
	})
	local succes, error = pcall(path.ComputeAsync, path, pp.Position, endCFrame.Position)
	if not succes then
		for i = 0, 5, 1 do
			warn(`Pathfinding computeAsync ({i}/5) faield! Error message:\n{error}`)
			succes, error = pcall(path.ComputeAsync, path, pp.Position, endCFrame.Position)
			if succes then
				break
			end
		end
	end
	if _G.Data.debug then
		for _, waypoint :PathWaypoint in pairs(path:GetWaypoints()) do
			local part = Instance.new("Part")
			part.Shape = Enum.PartType.Ball
			part.Material = Enum.Material.Neon
			part.Anchored = true
			part.CanCollide = false
			part:PivotTo(CFrame.new(waypoint.Position))
			part.Parent = _G.Ram.temp
		end
	end
	for _, waypoint :PathWaypoint in pairs(path:GetWaypoints()) do
		humanoid:MoveTo(waypoint.Position)
		humanoid.MoveToFinished:Wait()
	end
end

Help :pensive::pleading_face::wilted_flower::broken_heart:‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎

When I add another part to part it is correctly marked in the navigation mesh. Only the terrain is not marked which causes such a path to be generated
Anyone know how to solve this? Does PathfindingModifier in general work with terrain?
(PathfindingModifier is called danger here, in the script I also changed it)
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