Note my MAIN goal is to have a part that the NPC will go through, but a player cannot because either that part has cancollide set to true, or a smaller part inside of it has cancollide set to true.
The NPC stops at the part Door, which has a PathfindingModifer Label set to Door and the script Cost set to Door. It also has PassThrough set to true, which I thought allow it to go through a part with CanCollide = true.
Navigation turned on, does not have ‘blocked lines’, ie is clear.
If I delete the door before the Play, it goes to the way points fine.
When the door is there, and I look at Play, Test, Server, I see that it sees the other way point, but is stuck on the Door part.
But I swear I have tested it with cancollide false and it does not work… I am going to try it again…
EDIT
If I turn cancollide to false, it is even worse, the path does not get fully computed… (And you can see that the navigation path lines, that are arced means in sees that it SHOULD be able to go through the green part…)
well I guess all of this just allows a NPC to create a pathing through the green block, but not go through it
That is exactly what PathfindingModifier is for.
although I do not get why when I have cancollide false, it is not going through it
Did you only set collision on client?
If you want some NPC to act as if a part is not there, but have it there for the players playing the game, the easiest thing to me would be to make that part CanCollide = false on the server, and then anytime a player joins, a local script would set that part to be CanCollide = true. This would allow pathfinding NPCs to completely ignore it. This is what works in our game.