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Skill v1.0.1
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PublishedOctober 21, 2026 at 08:48 AM
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version: "1.0.1" name: roblox-npc-ai description: "Use when creating or fixing Roblox NPCs, bots or enemies: pathfinding, state machines, line of sight, spawns, AI update loops." when_to_use: "Also when NPCs get stuck, walk through walls, chase wrongly, lag the server, or bots need to fill empty servers." last_reviewed: 2026-10-14 sources:
- https://raw.githubusercontent.com/Roblox/creator-docs/main/content/en-us/characters/pathfinding.md
- https://create.roblox.com/docs/projects/server-authority
- original
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
luau
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 endfor _, wp in path:GetWaypoints() doif wp.Action == Enum.PathWaypointAction.Jump then humanoid.Jump = true endhumanoid:MoveTo(wp.Position)if not humanoid.MoveToFinished:Wait() then return endend
- Recompute on blocked with a bounded retry or cancellation policy.
- In Studio, test
Workspace.PathfindingUseImprovedSearchon representative maps before rollout; it is not scriptable. - Avoid long requests and repeated recomputation. Moving collidable geometry can trigger navigation-mesh work.
- Region modifiers: anchored part +
PathfindingModifierLabel → Costs PassThrough = truefor doors;PathfindingLinkfor disconnected navmeshmath.hugecost = 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 your 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.