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| When we call Humanoid:MoveTo() from waypoint to waypoint, and use the MoveToFinished event to detect when the | |
| character reaches each waypoint it does work. However unlike the demo place and code portrayed in the documentation | |
| on Character Pathfinding, many games will not operate with smoothness due to the event having a delay on being communicated, | |
| leaving a stuttering NPC between nodes and overall a poor visual effect. | |
| This is detrimental on considering performance in public games, unlike test baseplates with minimal events and memory. | |
| To resolve this issue, I implemented a snippet of ClickToMoveController under Player > PlayerScripts > PlayerModule > ControlModule. | |
| You should notice that ClickToMove controller does not register for MoveToFinished but instead uses its own logic to decide when to move |