Class
PathfindingService
NotCreatableServiceNotReplicated
Used to find logical paths between two points.
PathfindingService is used to find logical paths between two points,
ensuring that characters can move between the points without running into
walls or other obstacles. By default, the shortest path is calculated, but you
can implement pathfinding modifiers to compute smarter paths across various
materials, around defined regions, or through obstacles.
See Pathfinding for details on implementing character pathfinding.
Properties 1#
EmptyCutofffloat | Sets the percent of a voxel has to be occupied to be considered empty. Defaults to 0.16.ReadSafeDeprecatedNotReplicated |
EmptyCutoff: float#
NotReplicatedDeprecatedReadSafeDeprecated
Deprecated. This property is deprecated, since the legacy pathfinding system using it has since been removed. Do not use it for new work.
This function worked with the legacy pathfinding system. The pathfinding system currently uses a navigation grid and the EmptyCutoff is unused.
When the PathfindingService computes a path using
PathfindingService:ComputeRawPathAsync() or
PathfindingService:ComputeRawPathAsync() it uses the voxel
representation of the world. A voxel is one cube in a grid overlaid on the
world. In this case the voxels being used are 4x4x4. This property sets
the percent of a voxel has to be occupied to be considered empty. Defaults
to 0.16.
Methods 4#
| ComputeRawPathAsync | Computes and returns a Path between two
Vector3s. If the given MaxDistance is greater than 512,
an error will be thrown. (MaxDistance is too large).DeprecatedYields |
| ComputeSmoothPathAsync | Computes and returns a smooth Path between two
Vector3s.DeprecatedYields |
| CreatePath | Creates a Path object based on the given agent parameters. |
| FindPathAsync | Finds a Path between the two provided points.DeprecatedYields |
ComputeRawPathAsync(start: Vector3, finish: Vector3, maxDistance: float): Path#
YieldsDeprecatedDeprecated
Deprecated. This item has been superseded by
PathfindingService:FindPathAsync() which should be used in all new
work instead.
ComputeSmoothPathAsync(start: Vector3, finish: Vector3, maxDistance: float): Path#
YieldsDeprecatedDeprecated
Deprecated. This item has been superseded by
PathfindingService:FindPathAsync() which should be used in all new
work instead.
This function computes and returns a smooth Path between two
Vector3s. This function fulfills the same purpose as
PathfindingService:ComputeRawPathAsync(), but creates a much
smoother path for an NPC to follow in comparison.
Returns
CreatePath(agentParameters: Dictionary = nil): Path#
Creates a Path object based on various agent parameters. Valid
keys and values in the agentParameters table are as follows:
| Key | Type | Default | Description |
|---|---|---|---|
AgentRadius |
integer | 2 |
Determines the minimum amount of horizontal space required for empty space to be considered traversable. |
AgentHeight |
integer | 5 |
Determines the minimum amount of vertical space required for empty space to be considered traversable. |
AgentCanJump |
boolean | true |
Determines whether jumping during pathfinding is allowed. |
AgentCanClimb |
boolean | false |
Determines whether climbing Class.TrussPart|TrussParts
during pathfinding is allowed. |
WaypointSpacing |
number | 4 | Determines the spacing between intermediate waypoints in path. |
Costs |
table | {} |
Table of materials or defined
Class.PathfindingModifier|PathfindingModifiers and their
"cost" for traversal. Useful for making the agent prefer
certain materials/regions over others. |
| Name | Type | Default | Description |
|---|---|---|---|
agentParameters | Dictionary | nil | Lua table which lets you fine-tune the path based on various agent parameters. |
FindPathAsync(start: Vector3, finish: Vector3): Path#
YieldsDeprecated
Deprecated. This function has been superseded by the sequential method of calling
PathfindingService:CreatePath() followed by
Path. This lets you create a Path
object using various custom parameters and then compute or re-compute a
path on the same object if any dynamic changes within the place block the
path.
This function is used to find a Path between two provided points.
This path uses the navigation grid created by PathfindingService
and makes sure that the path can be followed by a regular-sized Roblox
character.
This function returns a Path object which contains the coordinates
of the path. If no path is found between the two points, this function
will still return a Path object, but that object's
Path.Status will be PathStatus.NoPath.
To get the waypoints of a Path object, you can use the
Path:GetWaypoints() function.
Inherited members#
Inherited from Instance 58
Properties (10)
Archivable, archivable, Capabilities, IsInSandbox, Name, Parent, PredictionMode, RobloxLocked, Sandboxed, UniqueId
Methods (39)
AddTag, children, ClearAllChildren, Clone, clone, Destroy, destroy, FindFirstAncestor, FindFirstAncestorOfClass, FindFirstAncestorWhichIsA, FindFirstChild, findFirstChild, FindFirstChildOfClass, FindFirstChildWhichIsA, FindFirstDescendant, GetActor, GetAttribute, GetAttributeChangedSignal, GetAttributes, GetChildren, getChildren, GetDebugId, GetDescendants, GetFullName, GetStyled, GetStyledPropertyChangedSignal, GetTags, HasTag, IsAncestorOf, IsDescendantOf, isDescendantOf, IsPropertyModified, QueryDescendants, Remove, remove, RemoveTag, ResetPropertyToDefault, SetAttribute, WaitForChild