local PathfindingService = game:GetService("PathfindingService")
local function findPath(player)
local human = player.Character
local humanoid = human.Humanoid
local endDestination = workspace.Obby.WalkToLocation
local path = PathfindingService:CreatePath()
path:ComputeAsync(human.HumanoidRootPart.Position, endDestination.Position)
if path.Status == Enum.PathStatus.Success then
local Nodes = path:GetWaypoints()
for i,v in pairs(Nodes) do
local node = Instance.new("Part", workspace)
node.Size = Vector3.new(1,1,1)
node.Position = v.Position
node.Anchored = true
node.CanCollide = false
humanoid.WalkToPoint = v.Position
humanoid:MoveTo(v.Position)
end
end
end
game.ReplicatedStorage.Remotes.FindPath.OnServerEvent:Connect(function(player)
findPath(player)
end)
when i replace it with a npc it works but on the localplayer it finds the path but doesnt move the player

3 comments
it is literally that the player is standing at one place? not sure about that but your code has one mistake, that is after humanoid:MoveTo(v.Position) you need humanoid.MoveToFinished:Wait() so the humanoid finsihes walking to the waypoint before walking to next one
yes i disable the controller so it stands in one place
when i add humanoid.MoveToFinished:Wait() the pathfinding stops