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🛸 FREE: Basic Pathfinding Module for Flying AI (Open Source) | Roblox Flying AI Pathfinding

Flying NPCs (drones, birds, spirits) don’t fit Roblox’s ground‑focused PathfindingService. This guide ships a complete, open‑source ModuleScript for lightweight 3D navigation using raycast steering + goal seeking, plus an example NPC setup you can paste directly into Studio.


No dependencies. Works with Parts, MeshParts, and Model primaries. Server‑authoritative by default.


What you’ll build | Roblox Flying AI Pathfinding


  • A reusable FlyPath module that:

    • Moves an agent through 3D space toward a target Vector3 or BasePart.

    • Avoids obstacles using multi‑probe raycasts (ahead, sides, up/down).

    • Smooths turns with acceleration/turn limits.

    • Supports follow, seek, patrol, and arrive behaviors.

    • Exposes events: Reached, Blocked, Stalled.


  • A drop‑in NPC Controller script that uses the module.


Folder structure


Roblox Flying AI Pathfinding

Tip: Set your FlyingNPC model’s PrimaryPart to a central part named Primary (massless, CanCollide=false). The module moves this part only.

The Module (FULL – paste into ReplicatedStorage/FlyPath)


Roblox Flying AI Pathfinding

Example NPC Controller (FULL – paste into ServerScriptService/FlyingNPC.server.lua)


Roblox Flying AI Pathfinding

Follow/Seek a Player (snippet)


To make the NPC chase the nearest player’s head:


Roblox Flying AI Pathfinding

Debugging & Tuning


  • Overshooting target → increase ArrivalRadius, StopRadius, or reduce MaxSpeed.

  • Wobbly flight → lower HoverDrift, raise TurnRate a bit to smooth yaw/pitch.

  • Stuck on walls → increase ProbeDistance and ProbeRadius (gives probes more clearance).

  • Through thin parts → add more detours in _steer or probe diagonals.

  • Perf tips: Keep RepathInterval ≥ 0.1s. Avoid hundreds of flyers on one server; batch updates if needed.


Optional: Client Visualizer (draw direction)


Roblox Flying AI Pathfinding

Notes & Limitations


  • This is local steering, not navmesh. It won’t plan long, winding routes around complex mazes; instead, it continuously avoids what’s in front.

  • For large caves or multi‑room interiors, place intermediate waypoints (like patrol nodes) and let the module steer between them.

  • If you need strict room‑to‑room routes, combine this with a graph/waypoint network and feed waypoints as goals.


License


MIT – use it, ship it, modify it. If you improve it, consider sharing back a PR or snippet so others benefit.


Next steps


  • Add attack runs: dip to a height above the player then climb.

  • Add formation flight: multiple agents offset from a leader’s goal.

  • Swap the movement line part.CFrame = ... for VectorForce + AlignOrientation if you prefer physics‑based thrust.


Happy flying! 🛸 (Roblox Flying AI Pathfinding)

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