![]() However (as marked in a code-comment), with function :MoveTo(), the character doesn't return to the actual same position but an approximate. I want it to return to OriginalPosition and OriginalOrientation after the player dies. Keys in the Costs table should be string names representing Material names, for example Water for have NPC which, presumably, is an Enemy. All materials have a default cost of 1 and any material can be defined as non-traversable by setting its value to math.huge. When working with Terrain and BasePart materials, you can include a Costs table within CreatePath() to make certain materials more traversable than others. To optimize pathfinding even further, you can implement pathfinding modifiers to compute smarter paths across various materials, around defined regions, or through obstacles. This looks unnatural in some situations - for instance, a path may go through water rather than over a nearby bridge simply because the path through water is geometrically shorter. Pathfinding Modifiersīy default, Path:ComputeAsync() returns the shortest path between the starting point and destination, with the exception that it attempts to avoid jumps. Currently, Models containing a Humanoid instance, including typical player characters, will not be considered for path computation or path blockage, although the agent may still be blocked by those models physically.
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