title | description |
---|---|
Character Pathfinding |
Pathfinding is the process of moving a character along a logical path to reach a destination. |
Pathfinding is the process of moving a character along a logical path to reach a destination, avoiding obstacles and (optionally) hazardous materials or defined regions.
To assist with pathfinding layout and debugging, Studio can render a navigation mesh. Colored areas show where a character might walk or swim, while non-colored areas are blocked. The small arrows indicate areas that a character will attempt to reach by jumping.
In addition, Studio can render navigation labels that indicate specific materials and region labels that are taken into consideration when using pathfinding modifiers, as well as link point labels assigned to pathfinding links.
To enable navigation visualization:
- Open File → Studio Settings.
- In the Studio tab, within the Visualization section, enable Show Navigation Mesh and, optionally, Show Navigation Labels.
Pathfinding is initiated through Class.PathfindingService
and its Class.PathfindingService:CreatePath()|CreatePath()
function.
local PathfindingService = game:GetService("PathfindingService")
local path = PathfindingService:CreatePath()
Class.PathfindingService:CreatePath()|CreatePath()
accepts an optional table of parameters which fine tune how the character (agent) moves along the path.
Key | Description | Type | Default |
---|---|---|---|
**AgentRadius** | Agent radius, in studs. Useful for determining the minimum separation from obstacles. | integer | `2` |
**AgentHeight** | Agent height, in studs. Empty space smaller than this value, like the space under stairs, will be marked as non-traversable. | integer | `5` |
**AgentCanJump** | Determines whether jumping during pathfinding is allowed. | boolean | `true` |
**AgentCanClimb** | Determines whether climbing `Class.TrussPart|TrussParts` during pathfinding is allowed. | boolean | `false` |
**WaypointSpacing** | Spacing between intermediate waypoints in path. If set to `Library.math.huge`, there will be no intermediate waypoints. | number | `4` |
**Costs** | Table of materials or defined `Class.PathfindingModifier|PathfindingModifiers` and their cost for traversal. Useful for making the agent prefer certain materials/regions over others. See [modifiers](#pathfinding-modifiers) for details. | table | `nil` |
local PathfindingService = game:GetService("PathfindingService")
local path = PathfindingService:CreatePath({
AgentRadius = 3,
AgentHeight = 6,
AgentCanJump = false,
Costs = {
Water = 20
}
})
Note that the agent can climb Class.TrussPart|TrussParts
during pathfinding assuming you set AgentCanClimb
to true
when creating the path and nothing blocks the agent from the truss climbing path. A climbable path has the Climb label and the cost for a climbable path is 1 by default.
local PathfindingService = game:GetService("PathfindingService")
local path = PathfindingService:CreatePath({
AgentCanClimb = true,
Costs = {
Climb = 2 -- Cost of the climbing path; default is 1
}
})
This section uses the following pathfinding script for the player's character. To test while reading:
- Copy the code into a
Class.LocalScript
withinClass.StarterCharacterScripts
. - Edit line 11 to a
Datatype.Vector3
destination that the player character can reach. - Proceed through the following sections to learn about path computation and character movement.
local PathfindingService = game:GetService("PathfindingService")
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local path = PathfindingService:CreatePath()
local player = Players.LocalPlayer
local character = player.Character
local humanoid = character:WaitForChild("Humanoid")
local TEST_DESTINATION = Vector3.new(100, 0, 100)
local waypoints
local nextWaypointIndex
local reachedConnection
local blockedConnection
local function followPath(destination)
-- Compute the path
local success, errorMessage = pcall(function()
path:ComputeAsync(character.PrimaryPart.Position, destination)
end)
if success and path.Status == Enum.PathStatus.Success then
-- Get the path waypoints
waypoints = path:GetWaypoints()
-- Detect if path becomes blocked
blockedConnection = path.Blocked:Connect(function(blockedWaypointIndex)
-- Check if the obstacle is further down the path
if blockedWaypointIndex >= nextWaypointIndex then
-- Stop detecting path blockage until path is re-computed
blockedConnection:Disconnect()
-- Call function to re-compute new path
followPath(destination)
end
end)
-- Detect when movement to next waypoint is complete
if not reachedConnection then
reachedConnection = humanoid.MoveToFinished:Connect(function(reached)
if reached and nextWaypointIndex < #waypoints then
-- Increase waypoint index and move to next waypoint
nextWaypointIndex += 1
humanoid:MoveTo(waypoints[nextWaypointIndex].Position)
else
reachedConnection:Disconnect()
blockedConnection:Disconnect()
end
end)
end
-- Initially move to second waypoint (first waypoint is path start; skip it)
nextWaypointIndex = 2
humanoid:MoveTo(waypoints[nextWaypointIndex].Position)
else
warn("Path not computed!", errorMessage)
end
end
followPath(TEST_DESTINATION)
After you've created a valid path with Class.PathfindingService:CreatePath()|CreatePath()
, it must be computed by calling Class.Path:ComputeAsync()
with a Datatype.Vector3
for both the starting point and destination.
local PathfindingService = game:GetService("PathfindingService")
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local path = PathfindingService:CreatePath()
local player = Players.LocalPlayer
local character = player.Character
local humanoid = character:WaitForChild("Humanoid")
local TEST_DESTINATION = Vector3.new(100, 0, 100)
local waypoints
local nextWaypointIndex
local reachedConnection
local blockedConnection
local function followPath(destination)
-- Compute the path
local success, errorMessage = pcall(function()
path:ComputeAsync(character.PrimaryPart.Position, destination)
end)
end
Once the Class.Path
is computed, it will contain a series of waypoints that trace the path from start to end. These points can be gathered with the Class.Path:GetWaypoints()
function.
local PathfindingService = game:GetService("PathfindingService")
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local path = PathfindingService:CreatePath()
local player = Players.LocalPlayer
local character = player.Character
local humanoid = character:WaitForChild("Humanoid")
local TEST_DESTINATION = Vector3.new(100, 0, 100)
local waypoints
local nextWaypointIndex
local reachedConnection
local blockedConnection
local function followPath(destination)
-- Compute the path
local success, errorMessage = pcall(function()
path:ComputeAsync(character.PrimaryPart.Position, destination)
end)
if success and path.Status == Enum.PathStatus.Success then
-- Get the path waypoints
waypoints = path:GetWaypoints()
end
end
Each waypoint consists of both a position (Datatype.Vector3
) and action (Enum.PathWaypointAction|PathWaypointAction
). To move a character containing a Class.Humanoid
, like a typical Roblox character, the easiest way is to call Class.Humanoid:MoveTo()
from waypoint to waypoint, using the Class.Humanoid.MoveToFinished|MoveToFinished
event to detect when the character reaches each waypoint.
local PathfindingService = game:GetService("PathfindingService")
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local path = PathfindingService:CreatePath()
local player = Players.LocalPlayer
local character = player.Character
local humanoid = character:WaitForChild("Humanoid")
local TEST_DESTINATION = Vector3.new(100, 0, 100)
local waypoints
local nextWaypointIndex
local reachedConnection
local blockedConnection
local function followPath(destination)
-- Compute the path
local success, errorMessage = pcall(function()
path:ComputeAsync(character.PrimaryPart.Position, destination)
end)
if success and path.Status == Enum.PathStatus.Success then
-- Get the path waypoints
waypoints = path:GetWaypoints()
-- Detect if path becomes blocked
blockedConnection = path.Blocked:Connect(function(blockedWaypointIndex)
-- Check if the obstacle is further down the path
if blockedWaypointIndex >= nextWaypointIndex then
-- Stop detecting path blockage until path is re-computed
blockedConnection:Disconnect()
-- Call function to re-compute new path
followPath(destination)
end
end)
-- Detect when movement to next waypoint is complete
if not reachedConnection then
reachedConnection = humanoid.MoveToFinished:Connect(function(reached)
if reached and nextWaypointIndex < #waypoints then
-- Increase waypoint index and move to next waypoint
nextWaypointIndex += 1
humanoid:MoveTo(waypoints[nextWaypointIndex].Position)
else
reachedConnection:Disconnect()
blockedConnection:Disconnect()
end
end)
end
-- Initially move to second waypoint (first waypoint is path start; skip it)
nextWaypointIndex = 2
humanoid:MoveTo(waypoints[nextWaypointIndex].Position)
else
warn("Path not computed!", errorMessage)
end
end
Many Roblox worlds are dynamic; parts might move or fall and floors may collapse. This can block a computed path and prevent the character from reaching its destination. To handle this, you can connect the Class.Path.Blocked
event and re-compute the path around whatever blocked it.
local PathfindingService = game:GetService("PathfindingService")
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local path = PathfindingService:CreatePath()
local player = Players.LocalPlayer
local character = player.Character
local humanoid = character:WaitForChild("Humanoid")
local TEST_DESTINATION = Vector3.new(100, 0, 100)
local waypoints
local nextWaypointIndex
local reachedConnection
local blockedConnection
local function followPath(destination)
-- Compute the path
local success, errorMessage = pcall(function()
path:ComputeAsync(character.PrimaryPart.Position, destination)
end)
if success and path.Status == Enum.PathStatus.Success then
-- Get the path waypoints
waypoints = path:GetWaypoints()
-- Detect if path becomes blocked
blockedConnection = path.Blocked:Connect(function(blockedWaypointIndex)
-- Check if the obstacle is further down the path
if blockedWaypointIndex >= nextWaypointIndex then
-- Stop detecting path blockage until path is re-computed
blockedConnection:Disconnect()
-- Call function to re-compute new path
followPath(destination)
end
end)
end
end
By default, Class.Path:ComputeAsync()
returns the shortest path between the starting point and destination, with the exception that it attempts to avoid jumps. 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.
To optimize pathfinding even further, you can implement pathfinding modifiers to compute smarter paths across various materials, around defined regions, or through obstacles.
When working with Class.Terrain
and Class.BasePart
materials, you can include a Costs
table within Class.PathfindingService:CreatePath()|CreatePath()
to make certain materials more traversable than others. All materials have a default cost of 1 and any material can be defined as non-traversable by setting its value to Library.math.huge
.
Keys in the Costs
table should be string names representing Enum.Material
names, for example Water
for Enum.Material.Water
.
local PathfindingService = game:GetService("PathfindingService")
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local path = PathfindingService:CreatePath({
Costs = {
Water = 20,
Mud = 5,
Neon = math.huge
}
})
In some cases, material preference is not enough. For example, you might want characters to avoid a defined region, regardless of the materials underfoot. This can be achieved by adding a Class.PathfindingModifier
object to a part.
-
Create an
Class.BasePart.Anchored|Anchored
part around the dangerous region and set itsClass.BasePart.CanCollide|CanCollide
property to false. -
Insert a
Class.PathfindingModifier
instance onto the part, locate itsClass.PathfindingModifier.Label|Label
property, and assign a meaningful name like DangerZone. -
Include a
Costs
table withinClass.PathfindingService:CreatePath()|CreatePath()
containing a matching key and associated numeric value. A modifier can be defined as non-traversable by setting its value toLibrary.math.huge
.local PathfindingService = game:GetService("PathfindingService") local Players = game:GetService("Players") local RunService = game:GetService("RunService") local path = PathfindingService:CreatePath({ Costs = { DangerZone = math.huge } })
In some cases, it's useful to pathfind through solid obstacles as if they didn't exist. This lets you compute a path through specific physical blockers, versus the computation failing outright.
-
Create an
Class.BasePart.Anchored|Anchored
part around the object and set itsClass.BasePart.CanCollide|CanCollide
property to false. -
Insert a
Class.PathfindingModifier
instance onto the part and enable itsClass.PathfindingModifier.PassThrough|PassThrough
property.Now, when a path is computed from the zombie NPC to the player character, the path extends beyond the door and you can prompt the zombie to traverse it. Even if the zombie is unable to open the door, it reacts as if it "hears" the character behind the door.
Sometimes it's necessary to find a path across a space that cannot be normally traversed, such as across a chasm, and perform a custom action to reach the next waypoint. This can be achieved through the Class.PathfindingLink
object.
Using the island example from above, you can make the agent use a boat instead of walking across all of the bridges.
To create a Class.PathfindingLink
using this example:
-
Create two
Class.Attachment|Attachments
, one on the boat's seat and one near the boat's landing point. -
Create a
Class.PathfindingLink
object in the workspace, then assign its Attachment0 and Attachment1 properties to the starting and ending attachments respectively. -
Assign a meaningful name like UseBoat to its
Class.PathfindingLink.Label|Label
property. This name is used as a flag in the pathfinding script to trigger a custom action when the agent reaches the starting link point. -
Include a
Costs
table withinClass.PathfindingService:CreatePath()|CreatePath()
containing both aWater
key and a custom key matching theClass.PathfindingLink.Label|Label
property name. Assign the custom key a lower value thanWater
.local PathfindingService = game:GetService("PathfindingService") local Players = game:GetService("Players") local RunService = game:GetService("RunService") local path = PathfindingService:CreatePath({ Costs = { Water = 20, UseBoat = 1 } })
-
In the event which fires when a waypoint is reached, add a custom check for the
Class.PathfindingLink.Label|Label
modifier name and take a different action thanClass.Humanoid:MoveTo()
— in this case, calling a function to seat the agent in the boat, move the boat across the water, and continue the agent's path upon arrival at the destination island.local PathfindingService = game:GetService("PathfindingService") local Players = game:GetService("Players") local RunService = game:GetService("RunService") local path = PathfindingService:CreatePath({ Costs = { Water = 20, UseBoat = 1 } }) local player = Players.LocalPlayer local character = player.Character local humanoid = character:WaitForChild("Humanoid") local TEST_DESTINATION = Vector3.new(228.9, 17.8, 292.5) local waypoints local nextWaypointIndex local reachedConnection local blockedConnection local function followPath(destination) -- Compute the path local success, errorMessage = pcall(function() path:ComputeAsync(character.PrimaryPart.Position, destination) end) if success and path.Status == Enum.PathStatus.Success then -- Get the path waypoints waypoints = path:GetWaypoints() -- Detect if path becomes blocked blockedConnection = path.Blocked:Connect(function(blockedWaypointIndex) -- Check if the obstacle is further down the path if blockedWaypointIndex >= nextWaypointIndex then -- Stop detecting path blockage until path is re-computed blockedConnection:Disconnect() -- Call function to re-compute new path followPath(destination) end end) -- Detect when movement to next waypoint is complete if not reachedConnection then reachedConnection = humanoid.MoveToFinished:Connect(function(reached) if reached and nextWaypointIndex < #waypoints then -- Increase waypoint index and move to next waypoint nextWaypointIndex += 1 -- Use boat if waypoint label is "UseBoat"; otherwise move to next waypoint if waypoints[nextWaypointIndex].Label == "UseBoat" then useBoat() else humanoid:MoveTo(waypoints[nextWaypointIndex].Position) end else reachedConnection:Disconnect() blockedConnection:Disconnect() end end) end -- Initially move to second waypoint (first waypoint is path start; skip it) nextWaypointIndex = 2 humanoid:MoveTo(waypoints[nextWaypointIndex].Position) else warn("Path not computed!", errorMessage) end end function useBoat() local boat = workspace.BoatModel humanoid.Seated:Connect(function() -- Start boat moving if agent is seated if humanoid.Sit then task.wait(1) boat.CylindricalConstraint.Velocity = 5 end -- Detect constraint position in relation to island local boatPositionConnection boatPositionConnection = RunService.PostSimulation:Connect(function() -- Stop boat when next to island if boat.CylindricalConstraint.CurrentPosition >= 94 then boatPositionConnection:Disconnect() boat.CylindricalConstraint.Velocity = 0 task.wait(1) -- Unseat agent and continue to destination humanoid.Sit = false humanoid:MoveTo(waypoints[nextWaypointIndex].Position) end end) end) end followPath(TEST_DESTINATION)
In-experience instance streaming is a powerful feature that dynamically loads and unloads 3D content as a player's character moves around the world. As they explore the 3D space, new subsets of the space stream to their device and some of the existing subsets might stream out.
Consider the following best practices for using Class.PathfindingService
in streaming-enabled experiences:
-
Streaming can block or unblock a given path as a character moves along it. For example, while a character runs through a forest, a tree might stream in somewhere ahead of them and obstruct the path. To make pathfinding work seamlessly with streaming, it's highly recommended that you use the Handling Blocked Paths technique and re-compute the path when necessary.
-
A common approach in pathfinding is to use the coordinates of existing objects for computation, such as setting a path destination to the position of an existing TreasureChest model in the world. This approach is fully compatible with server-side
Class.Script|Scripts
since the server has full view of the world at all times, butClass.LocalScript|LocalScripts
andClass.ModuleScript|ModuleScripts
that run on the client may fail if they attempt to compute a path to an object that's not streamed in.To address this issue, consider setting the destination to the position of a
Class.BasePart
within a persistent model. Persistent models load soon after the player joins and they never stream out, so a client-side script can connect to theClass.Workspace.PersistentLoaded|PersistentLoaded
event and safely access the model for creating waypoints after the event fires.