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.