| name | roblox-npcs |
| description | Roblox pathfinding and NPC AI — PathfindingService, agent parameters, waypoint actions, blocked-path handling, PathfindingModifier/Link, material and region costs, and streaming compatibility. Covers NPC design patterns: state machines, behavior trees, follow/patrol/chase, humanoid movement, obstacle avoidance, and performance at scale. Use for NPCs, enemy AI, companions, patrols, or any agent that navigates the 3D world. |
| last_reviewed | "2026-06-17T00:00:00.000Z" |
roblox-npcs
Official sources (always check these for the latest):
This skill covers navigation mesh pathfinding and the AI patterns that use it. It does not cover custom A* implementations unless absolutely necessary — PathfindingService is the official, optimized solution.
When to use this skill
Activate when:
- Building zombies, guards, pets, companions, or any AI that walks/follows/patrols.
- Tuning agent size, jump/climb ability, or preferred terrain.
- Handling dynamic obstacles and blocked paths.
- Using
PathfindingModifier regions/links for doors, traps, ladders, boats.
- Scaling pathfinding for many agents.
Cross-reference:
PathfindingService basics
Create a path:
local PathfindingService = game:GetService("PathfindingService")
local path = PathfindingService:CreatePath({
AgentRadius = 2,
AgentHeight = 5,
AgentCanJump = true,
AgentCanClimb = false,
WaypointSpacing = 4,
Costs = {
Water = 20,
DangerZone = math.huge,
}
})
path.CalculationSecondsTimeout = 1
Compute and follow:
local humanoid = character:WaitForChild("Humanoid")
local rootPart = character:WaitForChild("HumanoidRootPart")
local success, err = pcall(function()
path:ComputeAsync(rootPart.Position, endPos)
end)
if success and path.Status == Enum.PathStatus.Success then
local waypoints = path:GetWaypoints()
end
Agent parameters
| Parameter | Default | Purpose |
|---|
AgentRadius | 2 studs | Minimum clearance from obstacles |
AgentHeight | 5 studs | Vertical clearance |
AgentCanJump | true | Allows jump waypoints |
AgentCanClimb | false | Allows climbing truss parts |
WaypointSpacing | 4 studs | Distance between intermediate waypoints |
Costs | nil | Material/region/link traversal cost |
Path.CalculationSecondsTimeout limits how long the solver may run per ComputeAsync call. Set it after CreatePath and before computing.
PathWaypoint actions
Each waypoint has a Position and an Action:
Enum.PathWaypointAction.Walk — normal movement.
Enum.PathWaypointAction.Jump — trigger jump.
- Custom labels like
"Climb" or "UseBoat" from PathfindingModifiers/Links.
Pathfinding modifiers
PathfindingModifier instances on anchored, non-colliding parts let you influence path cost:
Label — key used in Costs table.
PassThrough — if true, the volume is ignored by the navmesh and treated as traversable empty space (e.g., zombies "hearing" through doors).
Example:
local path = PathfindingService:CreatePath({
Costs = {
Water = 20,
DangerZone = math.huge,
UseBoat = 2,
}
})
Pathfinding links
PathfindingLink connects two Attachments with a custom label and cost, allowing paths across normally untraversable gaps.
Use for:
- Boats across water
- Teleporters
- Ladders
- One-way jumps
Your movement code checks the waypoint label and runs the custom traversal logic.
Movement patterns
Follow
Continuously recompute a path to a moving target. Throttle recomputation (e.g., every 0.5–1 s) and only recompute if the target moved far enough.
Patrol
Cycle through a list of fixed points. Recompute when blocked.
Chase
Like follow, but validate line-of-sight and distance server-side. Don't trust client-reported positions for authoritative AI.
State machine
Common NPC states: Idle, Patrol, Chase, Attack, Return. Each state handles its own path computation and Humanoid control.
Streaming compatibility
- Server-side scripts have full world state and can compute paths to any part.
- Client-side scripts may fail if the destination has streamed out. Use
workspace.PersistentLoaded and persistent models for client path destinations.
- Recompute paths when dynamic/streamed obstacles block the way.
Limitations
- Direct line-of-sight distance ≤ 3,000 studs.
- Computation node budget ≈ 20,000 nodes.
- Waypoint Y coordinate must be between -65,536 and +65,536 studs.
- Incompatible parameters (e.g.,
AgentCanJump = false to a jump-only destination) will fail.
Performance at scale
- Recompute paths on a staggered schedule, not every frame.
- Share target positions across similar NPCs when possible.
- Use
WaypointSpacing = math.huge to reduce intermediate waypoints for long straight runs.
- Consider simplifying agent geometry or using fewer active agents.
- For very large worlds, split into regions or use local patrol paths.
Common mistakes this skill prevents
- Computing paths every frame.
- Ignoring blocked-path events and letting NPCs walk into walls.
- Trusting client position for authoritative AI.
- Forgetting
pcall around ComputeAsync.
- Using material names incorrectly in
Costs (must match Enum.Material names as strings).
Scripts
scripts/NPCPathFollower.lua — Humanoid-based path follower with blocked-path recompute, custom-label support, and connection cleanup.
scripts/PatrolBehavior.lua — state-driven patrol/chase behavior with spatial detection and throttled recomputation.
scripts/PathfindingUtility.lua — helpers for throttled recomputation and waypoint formatting.
Best practices
- Set
Path.CalculationSecondsTimeout after CreatePath to cap solver time.
- Always set an explicit
Humanoid:MoveTo timeout and cancel it when the waypoint is reached or the follower is stopped.
- Detect targets with spatial queries such as
workspace:GetPartBoundsInRadius instead of scanning every player each frame.
- Stop path followers and clean up
Heartbeat connections when the Humanoid dies or the NPC is destroyed.
- For respawning NPCs, create a new behavior instance for the new character model and
Destroy the old one.
- Use
PathfindingLink labels to trigger custom traversal logic (boats, teleporters, ladders). The follower invokes a registered handler; if none exists, the waypoint falls back to normal movement.
- To enable climbing, set
AgentCanClimb = true and provide TrussPart surfaces. Climb waypoints have the Label "Climb".
PathfindingModifier parts must be Anchored = true and CanCollide = false.
How to proceed
- Define the agent's size and movement abilities.
- Build the world with modifiers/links for special regions.
- Implement a path-follower that handles waypoints, jumps, and blocked events.
- Layer a state machine for complex behaviors.
- Run on the server for authoritative AI; use client only for visual prediction.
- Profile with MicroProfiler and stagger recomputation for many agents.
Reference index