PathfindingModifier

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Pathfinding modifiers can be used to represent space that has a higher or lower cost to be traversed. When added as a child to a Part, it takes that Part's volume to annotate areas of the navmesh that are inside and on top of it.

You can include pathfinding modifiers in the PathfindingService:CreatePath() parameters and compute smarter paths across various materials or around defined regions.

Note that when adding a PathfindingModifier to a part, either:

  • The part is collidable and we are interested in modifying pathfinding costs of paths on top of this part, which we call area.
  • The part is non-collidable (and usually invisible in game) and we are interested in modifying pathfinding costs of paths inside the part, which we call volume.

Summary

Properties

  • read parallel

    The name of the navigation area inside or on top of the Part's volume.

  • read parallel

    Determines if the parts enclosed by the modifier are traversable, even if they would normally be collided with.

Properties

Label

read parallel

The name of the navigation area inside or on top of the Part's volume.

For a more detailed overview of PathfindingService and PathfindingModifier, see Character Pathfinding.

PassThrough

read parallel

Determines if the parts enclosed by the modifier are traversable, even if they would normally be collided with. See Character Pathfinding for details.

Methods

Events