Using ComputeRawPathAsync, the humanoids used to at-least follow my player when I went up stairs and obstacles, using CreatePath and ComputeAsync keeps them broken while i’m at-least a few studs elevated…
if plrHum then
path = pfs:CreatePath()
path:ComputeAsync(hroot.Position, plrHum.Position)
waypoint = path:GetWaypoints()
if #waypoint >= 3 then
human:MoveTo(waypoint[3].Position)
end
end
Say this is a using the new path-finding, it seems to be slightly more buggy than:
if plrHum then
path = game:GetService("PathfindingService"):ComputeRawPathAsync(hroot.Position, nrstt.Position,50000)
points = path:GetPointCoordinates()
if #points >= 3 then
human:MoveTo(points[3])
end
end
Any understanding or tips and tricks for this?