Pathfinding

Pathfinding is the process of moving a character or object (agent) along a logical path around obstacles to reach a destination, optionally avoiding hazardous materials or defined regions.

To assist with pathfinding layout and debugging, Studio can render a navigation mesh and modifier labels. To enable them, toggle on Navigation mesh and Pathfinding modifiers from the Visualization Options widget in the upper‑right corner of the 3D viewport.

A close up view of the 3D viewport with the Visualization Options button indicated in the upper-right corner.

With Navigation mesh enabled, colored areas show where a character might walk or swim. Small arrows indicate areas that a character will attempt to reach by jumping.

Navigation mesh showing in Studio

Implementation

Although pathfinding can be implemented in various ways through PathfindingService and its associated methods such as CreatePath(), this section uses the following pathfinding script for the player's character.

To test while reading:

  1. IMPORTANT
    In the Explorer, select the StarterPlayer container. Then, in the Properties window, set both DevComputerMovementMode and DevTouchMovementMode to Scriptable.

  2. Copy the following code into a LocalScript within StarterCharacterScripts, or get this package and drop it into StarterCharacterScripts.

    PlayerPathFollow (LocalScript in StarterCharacterScripts)

    local PathfindingService = game:GetService("PathfindingService")
    local Players = game:GetService("Players")
    local RunService = game:GetService("RunService")
    local DESTINATION = Vector3.new(20, 0.5, 20)
    local GROUND_WAIT = 0.01
    local VELOCITY_MULTIPLIER = 0.0625
    local path = PathfindingService:CreatePath({
    AgentCanClimb = true,
    Costs = {
    Water = 20
    }
    })
    local character = script.Parent
    local humanoid = character:WaitForChild("Humanoid")
    local waypoints
    local nextWaypointIndex
    local blockedConnection
    local currentWaypointReachedConnection
    local currentWaypointPlaneNormal = Vector3.zero
    local currentWaypointPlaneDistance = 0
    local pathfinderWorking = false
    local function disconnectCurrentWaypointReachedConnection()
    if not currentWaypointReachedConnection then return end
    currentWaypointReachedConnection:Disconnect()
    currentWaypointReachedConnection = nil
    end
    local function isCurrentWaypointReached()
    if humanoid.FloorMaterial == Enum.Material.Air then
    return false
    end
    local reached = false
    if currentWaypointPlaneNormal ~= Vector3.zero then
    -- Compute the distance from humanoid to destination plane
    local dist = currentWaypointPlaneNormal:Dot(humanoid.RootPart.Position) - currentWaypointPlaneDistance
    -- Compute the component of the humanoid velocity that is towards the plane
    local velocity = -currentWaypointPlaneNormal:Dot(humanoid.RootPart.Velocity)
    -- Compute the threshold from the destination plane based on humanoid velocity
    local threshold = math.max(1.0, VELOCITY_MULTIPLIER * velocity)
    -- Consider waypoint reached if less then threshold in front of the plane
    reached = dist < threshold
    else
    reached = true
    end
    if reached then
    currentWaypointPlaneNormal = Vector3.zero
    currentWaypointPlaneDistance = 0
    moveToNextWaypoint()
    end
    end
    local function calculateNextWaypointApproach()
    nextWaypointIndex += 1
    if nextWaypointIndex > #waypoints then
    return false
    end
    local currentWaypoint = waypoints[nextWaypointIndex - 1]
    local nextWaypoint = waypoints[nextWaypointIndex]
    -- Build destination plane from next waypoint towards current one
    currentWaypointPlaneNormal = currentWaypoint.Position - nextWaypoint.Position
    -- Set normal perpendicular to Y plane when not climbing up
    if nextWaypoint.Label ~= "Climb" then
    currentWaypointPlaneNormal = Vector3.new(currentWaypointPlaneNormal.X, 0, currentWaypointPlaneNormal.Z)
    end
    if currentWaypointPlaneNormal.Magnitude > 0.000001 then
    currentWaypointPlaneNormal = currentWaypointPlaneNormal.Unit
    currentWaypointPlaneDistance = currentWaypointPlaneNormal:Dot(nextWaypoint.Position)
    end
    return true
    end
    local function resetWaypointData()
    humanoid:Move(Vector3.zero)
    currentWaypointPlaneNormal = Vector3.zero
    currentWaypointPlaneDistance = 0
    disconnectCurrentWaypointReachedConnection()
    pathfinderWorking = false
    end
    local function waitForGround()
    while humanoid.FloorMaterial == Enum.Material.Air do
    task.wait(GROUND_WAIT)
    end
    end
    function moveToNextWaypoint()
    if calculateNextWaypointApproach() then
    disconnectCurrentWaypointReachedConnection()
    currentWaypointReachedConnection = RunService.Heartbeat:Connect(isCurrentWaypointReached)
    local nextWaypointPosition = waypoints[nextWaypointIndex].Position
    local nextWaypointAction = waypoints[nextWaypointIndex].Action
    humanoid:Move(nextWaypointPosition - humanoid.RootPart.Position)
    if waypoints[nextWaypointIndex + 1] and waypoints[nextWaypointIndex + 1].Label == "UseBoat" then
    nextWaypointIndex += 1
    -- Call your own customized function to make agent use the boat
    elseif nextWaypointAction == Enum.PathWaypointAction.Jump then
    humanoid:ChangeState(Enum.HumanoidStateType.Jumping)
    while humanoid.FloorMaterial ~= Enum.Material.Air do
    task.wait(GROUND_WAIT)
    end
    humanoid:Move(nextWaypointPosition - humanoid.RootPart.Position)
    end
    else
    resetWaypointData()
    end
    end
    local function findStartingPoint(waypoints)
    nextWaypointIndex = 1
    while nextWaypointIndex + 1 <= #waypoints do
    local dist = waypoints[nextWaypointIndex + 1].Position - humanoid.RootPart.Position
    dist = Vector3.new(dist.X, 0, dist.Z)
    if dist.magnitude >= 2 then
    return
    end
    nextWaypointIndex += 1
    end
    end
    local function followPath()
    -- Compute the path
    pathfinderWorking = true
    waitForGround()
    local success, errorMessage = pcall(function()
    path:ComputeAsync(character.PrimaryPart.Position, DESTINATION)
    end)
    if not success or path.Status ~= Enum.PathStatus.Success then
    warn("Path not computed!", errorMessage)
    return
    end
    -- 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()
    resetWaypointData()
    -- Call function to re-compute new path
    followPath()
    end
    end)
    findStartingPoint(waypoints)
    moveToNextWaypoint()
    end
    followPath()
  3. Edit the DESTINATION variable (

    LINE 5
    ) to a Vector3 destination within the 3D world that the player character can reach.

  4. Proceed through the following sections to learn about path computation and character movement.

Path creation

Pathfinding is initiated through PathfindingService and its CreatePath() method (

LINES 9–14
). This method accepts an optional table of parameters which fine tune how the character (agent) moves along the path.

KeyDescriptionTypeDefault
AgentRadiusAgent radius, in studs. Useful for determining the minimum separation from obstacles.integer2
AgentHeightAgent height, in studs. Empty space smaller than this value, like the space under stairs, will be marked as non-traversable.integer5
AgentCanJumpDetermines whether jumping during pathfinding is allowed.booleantrue
AgentCanClimbDetermines whether climbing TrussParts during pathfinding is allowed. A climbable path has a Label named Climb and the cost for a climbable path is 1 by default.booleanfalse
WaypointSpacingSpacing between intermediate waypoints in path. If set to math.huge, there will be no intermediate waypoints.number4
CostsTable of materials or defined PathfindingModifiers and their cost for traversal. Useful for making the agent prefer certain materials/regions over others. See modifiers for details.tablenil

Path computation

After you've created a valid path with CreatePath(), it must be computed by calling Path:ComputeAsync() with a Vector3 for both the starting point and destination (

LINES 133–139
).

Path start/end marked across two bridges

Once the 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 Path:GetWaypoints() method (

LINE 142
). The returned array is arranged in order of waypoints from path start to path end.

Waypoints indicated across computed path
Waypoints indicated across computed path

Path movement

Each PathWaypoint consists of both a Position (Vector3) and Action (PathWaypointAction). To move a character containing a Humanoid, like a typical Roblox character, the best way is to call Humanoid:Move() from waypoint to waypoint and use the script's isCurrentWaypointReached() callback (

LINES 32–56
) to detect when the character reaches each waypoint.

Blocked paths

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 Path.Blocked event and re-compute the path around whatever blocked it (

LINES 145–154
).

Pathfinding modifiers

By default, 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 swamp water rather than around it simply because the path through the water is geometrically shorter.

Two paths indicated with the shorter path not necessarily more logical

To optimize pathfinding even further, you can implement pathfinding modifiers to compute smarter paths across various materials, around defined regions, or to ignore obstacles.

Material costs

When working with Terrain and BasePart materials, you can include a Costs table within 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 math.huge.

Keys in the Costs table should be string names representing Enum.Material names, for example Water for Enum.Material.Water or CrackedLava for Enum.Material.CrackedLava.

PlayerPathFollow (LocalScript)

local PathfindingService = game:GetService("PathfindingService")
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local DESTINATION = Vector3.new(20, 0.5, 20)
local GROUND_WAIT = 0.01
local VELOCITY_MULTIPLIER = 0.0625
local path = PathfindingService:CreatePath({
AgentCanClimb = true,
Costs = {
Water = 20, CrackedLava = 100, Slate = 20
}
})

Configure regions

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 PathfindingModifier object to a part.

  1. Create an Anchored part around the region and set its CanCollide property to false.

    Anchored part defining a region to apply a pathfinding modifier to.
  2. Insert a PathfindingModifier instance onto the part, locate its Label property, and assign a meaningful name like DangerZone.

    PathfindingModifier instance with Label property set to DangerZone.
  3. Include a matching DangerZone key and associated numeric value within the Costs table of CreatePath(). A modifier can be defined as non‑traversable by setting its value to math.huge.

    PlayerPathFollow (LocalScript)

    local PathfindingService = game:GetService("PathfindingService")
    local Players = game:GetService("Players")
    local RunService = game:GetService("RunService")
    local DESTINATION = Vector3.new(20, 0.5, 20)
    local GROUND_WAIT = 0.01
    local VELOCITY_MULTIPLIER = 0.0625
    local path = PathfindingService:CreatePath({
    AgentCanClimb = true,
    Costs = {
    DangerZone = math.huge, Water = 20, CrackedLava = 20, Slate = 20
    }
    })

Ignore obstacles

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.

  1. Create an Anchored part around the object and set its CanCollide property to false.

    Anchored part defining a region to apply a pathfinding modifier to.
  2. Insert a PathfindingModifier instance onto the part and enable its PassThrough property.

    PathfindingModifier instance with PassThrough property enabled.

    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.

    Zombie NPC path passing through the previously blocking 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 PathfindingLink object.

Using the example from above, you can make the agent use a boat.

PathfindingLink showing how an agent can use a boat.

To create a PathfindingLink using this example:

  1. OPTIONAL
    Toggle on Pathfinding links from the Visualization Options widget in the upper‑right corner of the 3D viewport. This helps with visualization and debugging when implementing pathfinding links.

  2. Create two Attachments, one on the boat's seat and one near the boat's landing point.

    Attachments created for pathfinding link's start and end.
  3. Create a PathfindingLink object in the workspace, then assign its Attachment0 and Attachment1 properties to the starting and ending attachments respectively.

    Attachment0/Attachment1 properties of a PathfindingLink. PathfindingLink visualized in the 3D world.
  4. Assign a meaningful name like UseBoat to its 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.

    Label property specified for PathfindingLink.
  5. Include a Costs table within CreatePath() containing both a Water key and a custom key matching the Label property name. Assign the custom key a value lower than that of Water.

    PlayerPathFollow (LocalScript)

    local PathfindingService = game:GetService("PathfindingService")
    local Players = game:GetService("Players")
    local RunService = game:GetService("RunService")
    local DESTINATION = Vector3.new(20, 0.5, 20)
    local GROUND_WAIT = 0.01
    local VELOCITY_MULTIPLIER = 0.0625
    local path = PathfindingService:CreatePath({
    AgentCanClimb = true,
    Costs = {
    UseBoat = 2, Water = 20
    }
    })
  6. In the moveToNextWaypoint() function (

    LINES 93–114
    ), a custom check for the Label modifier name can be used to take a different action than Humanoid:Move(); in this case, you might call a function to seat the agent in the boat, move the boat across the water, unseat the agent at the boat's landing point, and then continue the agent's path to its final destination.

Streaming compatibility

In-game 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 PathfindingService in streaming-enabled games:

  • 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 Scripts since the server has full view of the world at all times, but LocalScripts and 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 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 the PersistentLoaded event and safely access the model for creating waypoints after the event fires.

Limitations and failure factors

The pathfinding engine includes specific limitations to ensure efficient processing and optimal performance. Additionally, pathfinding computations can fail for various reasons as outlined below.

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