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Clarification on the rules of Pathfinding?

Asked by
blowup999 659 Moderation Voter
1 year ago

Sorry for all the text, I couldn't find these specifics in the documentation.

I'm working on a game that loads maps from strings - this is necessary for a number of reasons, but I'm not sure if it would affect pathfinding if the map is 'created' at the start of the game. Most games have it pre-created in workspace or ReplicatedStorage, and I'm not sure how roblox's pathfinding would be affected by not having that.

Furthermore, at some point, I may implement InsertService to only load necessary game elements - while currently all models are in the place, and may have their own navmeshes generated at the start, I don't know if Models added from InsertService would as well.

Lastly, I'm assuming everything CanCollide false is automatically ignored, even with CanTouch true, but how does it handle CollisionGroups? I don't see any way to utilize CollisionGroups in the documentation. Should I just assume anything CanCollide true will collide even if CollisionGroups are set to ignore specific things?

Thanks!

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Answered by
Puppynniko 1059 Moderation Voter
1 year ago

roblox pathfinding uses a nav mesh/Navigation mesh you can turn it on in studio settings and see it for your self if it doesn't update for the new generated parts then that would mean pathfinding would not work btw im pretty sure its generated by the server or something not as a exportable thing "Lastly, I'm assuming everything CanCollide false is automatically ignored" yes it is, Collision groups with pathfinding is alittle wonky i think its due to the fact roblox isn't using collision groups for ignoring stuff they just use the "canCollide" property to see if its collidable https://devforum.roblox.com/t/pathfindingservice-treats-walk-through-parts-set-by-collidable-groups-as-non-collidable-and-walks-around-them/128635/2

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