Type Index Pages
- BillboardGui
- Frame
- Hint
- ImageButton
- ImageLabel
- PlayerGui
- ScreenGui
- ScrollingFrame
- StarterGui
- SurfaceGui
- TextBox
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- ChangeHistoryService
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Instance
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- AdvancedDragger
- HapticService
- FriendService
- GamepadService
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GetWaypoints
This function returns an array of all the DataType/PathWaypoint|PathWaypoints
in a Path
, as computed by Path/ComputeAsync
.
Each waypoint in the array specifies a DataType/Vector3
position and Enum/PathWaypointAction|action
to take when this PathWaypoint is reached. The array is arranged in the order of waypoints from the path start to path end.
If a path could not be computed, this function will return an empty array.
Returns
Return Type | Summary |
---|---|
An array of |
Code Samples
Get Path Waypoints
The example below demonstrates how to create a Path
and it’s DataType/PathWaypoint|PathWaypoints
using the PathService
.
It tries to PathService/ComputeAsyc
a path between two DataType/Vector3
positions, from pathStart to pathEnd. If a path is successfully created, indicated by it’s Enum/PathStatus
, the code block gets an array of its waypoints using PathService/GetWaypoints
. Then, it loops through the array and prints each waypoint’s position.
local PathfindingService = game:GetService("PathfindingService") -- Create path object local path = PathfindingService:CreatePath() local pathStart = Vector3.new(0, 1, 0) local pathEnd = Vector3.new(100, 1, 25) -- Compute and check the path path:ComputeAsync(pathStart, pathEnd) if path.Status == Enum.PathStatus.Success then -- Get path waypoints local waypoints = path:GetWaypoints() -- Loop through waypoints for _, waypoint in pairs(waypoints) do -- Output position of waypoint print(waypoint.Position) end end
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