| name | roblox-npc-ai |
| description | Use when creating Roblox NPCs or enemies with pathfinding, state machines, line-of-sight or FOV detection, spawns, or AI update loops. |
| last_reviewed | "2026-07-13T00:00:00.000Z" |
| sources | ["https://raw.githubusercontent.com/Roblox/creator-docs/main/content/en-us/characters/pathfinding.md","https://devforum.roblox.com/t/improving-pathfinding-quality-with-new-algorithm/3258657","https://create.roblox.com/docs/projects/server-authority"] |
Roblox NPC & AI
When to Load
Load for NPCs/enemies: pathfinding, state machines, LOS/FOV detection, spawns, AI loops, or physics ownership.
Quick Reference
PathfindingService
local path = PathfindingService:CreatePath({
AgentRadius = 2, AgentHeight = 5, AgentCanJump = true,
Costs = { Water = 20, DangerZone = math.huge },
})
path:ComputeAsync(npcPos, targetPos)
if path.Status ~= Enum.PathStatus.Success then return end
for _, wp in path:GetWaypoints() do
if wp.Action == Enum.PathWaypointAction.Jump then humanoid.Jump = true end
humanoid:MoveTo(wp.Position)
if not humanoid.MoveToFinished:Wait() then return end
end
- Recompute on blocked with a bounded retry or cancellation policy.
- Test
Workspace.PathfindingUseImprovedSearch on representative maps before rollout.
- Avoid long requests and repeated recomputation. Moving collidable geometry can trigger navigation-mesh work.
- Region modifiers: anchored part +
PathfindingModifier Label → Costs
PassThrough = true for doors; PathfindingLink for disconnected navmesh
math.huge cost = non-traversable
State Machine
idle → patrol → chase → attack → flee → dead
- idle/patrol → chase (player detected) → attack (in range) → idle (lost)
- any → flee (health low) → idle (safe); any → dead (health ≤ 0)
- Transitions own movement changes, target cleanup, and cancellation
Detection (distance → FOV → LOS)
- Distance
(a-b).Magnitude — cheapest, always first
- FOV
forward:Dot(toTarget) cosine — use a configured cone for the game, not a universal angle
- LOS
workspace:Raycast — expensive, last
- If the design includes hearing or proximity detection, make it a separate configured signal rather than a universal FOV bypass.
Network Ownership
- Classic projects may use
SetNetworkOwner(nil) for physics-sensitive NPCs, but it is not complete security. In Server Authority projects, configure the authority model instead of treating network ownership as the security boundary.
Update Loop
- Throttle and stagger AI based on NPC count, path cost, and profiler evidence, not a universal tick rate. Keep NPC decisions and movement server-side; client code may handle presentation.
For spawners, lifecycle cleanup, timeout handling, and performance budgets, load references/full.md.