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Hello, I have been messing around with pathfinding and finding it quite fun. However, recently I noticed my script has been causing them to, what I believe, is finish each movement early, causing the animation to reset midway. Also, it seems to just stop sometimes. I have it programmed to stop, but I have removed it and it persists. I tested it on a fresh model and it still happens. Script ...

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1/2 To work off of what incapaz mentioned, you can use script.Parent.MoveToFinished:Wait() to yield properly. Not sure if that will necessarily solve your problem, though. Roblox's pathfinding yields a ton of unnecessary points (as do most pathfinding algorithms).

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A* is a type of path finding algorithm. There are many tutorials for implementing this in other languages that I'm sure you could easily convert to Roblox. I'm also fairly sure that there is an A* tutorial on the wiki. For pathfinding algorithms, Wikipedia is often surprisingly useful.

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Apr 22, 2020 · Regarding stuttering, hard to say. Since the reports have different configurations and many don't mention resolution settings, I would guess this is more of a bug and optimization issue than a Direct X platform or lack of GPU power.

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UPDATED VIDEO: https://youtu.be/9snIBGqAiEMLearn how to utilize Roblox’s pathfinding service to create more advanced AI in your games.

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The script shown in this one has been calibrated to work with the maze in high performance. Although the computation time is short, it becomes less efficient...

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However, when I 'Play', they seem to stutter in and out, sometimes work and even stop entirely for some reason I can't pinpoint. If I need to I'll send the pathfinding code. The map isn't an issue, I've checked on both the NavMesh and with other maps. I even tried the AI on a map has horrendously massive as the "Geonosis" map.

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A* is a type of path finding algorithm. There are many tutorials for implementing this in other languages that I'm sure you could easily convert to Roblox. I'm also fairly sure that there is an A* tutorial on the wiki. For pathfinding algorithms, Wikipedia is often surprisingly useful.

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After about 1 minute, it goes from perfectly smooth pathfinding to stuttering. When the dummy is chasing a player, it’s fine, but following paths after a minute and it stutters. It’s as if the wait increases drastically between waypoints out of no where. https://gyazo.com/c207a483ad5411eb90c2e7826f845a09

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I can only guess its AI pathfinding causing stuttering,but iv no idea how to optimise it if so might be map objects and particles causing lag dunno nah if it was that it would affect other maps too.Thanks for the thoughts though The way I am using Pathfinding is based on the way it is shown in the tutorial. The issue appears to be in the client. I didn't have this much of a problem until I enabled FilteringEnabled. If that is the case then the wiki article on Pathfinding must be fixed cause that is how I am using it.

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A* pathfinding takes too long, shortcuts needed So I have a game where the player can move on a grid 108 X 192 large. It uses a simple A* path-finding algorithm to move.

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Oct 30, 2018 · Sounds like all of our woes with AI and pathfinding will be fixed for good. As you noted, the main question is when to build the navmesh. When I thought about recast a while back, I thought that obviously we'll save navmeshes with the editor and that way recast can only be a post 1.0 feature because we need to break the ESM file format to ...

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