I used this script from the roblox blog on PathFinding:
-- In Script in ServerScriptService local pathfindingService = game:GetService("PathfindingService") local pointModel = Instance.new("Model") pointModel.Name = "Points" pointModel.Parent = game.Workspace function visualizePath(path) -- clear old path visualization for _, point in pairs(pointModel:GetChildren()) do point:Destroy() end -- calculate new visualization local points = path:GetPointCoordinates() for _, point in pairs(points) do local part = Instance.new("Part") part.Parent = pointModel part.FormFactor = Enum.FormFactor.Custom part.Size = Vector3.new(1,1,1) part.Position = point part.Anchored = true part.CanCollide = false end end game.ReplicatedStorage.RemoteFunction.OnServerInvoke = function(player, target) local start = player.Character.Torso.Position local path = pathfindingService:ComputeRawPathAsync(start, target, 500) visualizePath(path) -- Check to see if the path was computed correctly if path.Status == Enum.PathStatus.FailStartNotEmpty or path.Status == Enum.PathStatus.FailFinishNotEmpty then print("Compute failed") return {} end return path:GetPointCoordinates() end
And it is not doing anything in-game. Is there something I'm doing wrong? I have it as a script in ServerScriptService.