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nonloopednonlooped/roblox-suite/roblox-npcs/SKILL.md

roblox-npcs

Skill25 starsChanged 56 days agoMITView on GitHub

Build or debug Roblox NPC navigation and behavior. Use for PathfindingService, modifiers and links, blocked paths, patrol or chase logic, streaming, and scaling NPC counts.

The file

We split this skill into the rules it gives an agent

7 rules. About 0 are common, 3 are distinctive, and 4 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈3

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 4

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Use PathfindingService for navigation on Roblox's navigation mesh.

    line 14
  2. Very specific:

    Use WaypointSpacing = math.huge to reduce intermediate waypoints for long straight runs.

    line 138
  3. Distinctive:

    Consider simplifying agent geometry or using fewer active agents.

    line 139
  4. Very specific:

    Always set an explicit Humanoid:MoveTo timeout and cancel it when the waypoint is reached or the follower is stopped.

    line 159
  5. Very specific:

    Stop path followers and clean up Heartbeat connections when the Humanoid dies or the NPC is destroyed.

    line 161
  6. Very specific:

    Use PathfindingLink labels to trigger custom traversal logic (boats, teleporters, ladders).

    line 163
  7. Distinctive:

    Run on the server for authoritative AI.

    line 173

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

roblox-npcs

Official sources:

Use PathfindingService for navigation on Roblox's navigation mesh. Build patrol, chase, and other behavior around its computed paths.

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()
    -- follow waypoints with Humanoid:Move()
end

Agent parameters

ParameterDefaultPurpose
AgentRadius2 studsMinimum clearance from obstacles
AgentHeight5 studsVertical clearance
AgentCanJumptrueAllows jump waypoints
AgentCanClimbfalseAllows climbing truss parts
WaypointSpacing4 studsDistance between intermediate waypoints
CostsnilMaterial/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

  • 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

  1. Define the agent's size and movement abilities.
  2. Build the world with modifiers/links for special regions.
  3. Implement a path-follower that handles waypoints, jumps, and blocked events.
  4. Layer a state machine for complex behaviors.
  5. Run on the server for authoritative AI; use client only for visual prediction.
  6. Profile with MicroProfiler and stagger recomputation for many agents.
<!-- catalog:references:start -->

Reference index

  • modifiers-links-and-streaming.md: Route NPCs through special regions or handle streamed geometry.
  • npc-behavior-patterns.md: Implement patrol, chase, combat, or state transitions.
  • pathfinding-service-details.md: Configure agents, compute paths, or handle blocked waypoints.
  • performance-and-scaling.md: Reduce pathfinding and simulation cost as NPC counts grow.
<!-- catalog:references:end -->

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