--- 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: 2026-08-31 sources: - https://raw.githubusercontent.com/Roblox/creator-docs/main/content/en-us/characters/pathfinding.md - 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 ```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 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. - In Studio, test `Workspace.PathfindingUseImprovedSearch` on 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 + `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) 1. **Distance** `(a-b).Magnitude`: cheapest, always first 2. **FOV** `forward:Dot(toTarget)` cosine; use a configured cone for your game, not a universal angle 3. **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`.