inZOI's Pathfinding System Is Broken

  • Game Version: 0.5.3

    Platform: Windows PC Steam : 20260108.9692.W

    Mods: Only a few clothing items from Canvas.

    Hardware Specifications & Operating System

    • Windows 11 latest update
    • Intel i5-13600K
    • nVidia 4700 Ti 12 GB VRAM
    • 32 GB RAM
    • 2 WD 4TB SSDs + 1 12TB HD

The pathfinding or routing system employed by inZOI is atrocious. I’ve mentioned some examples previously such as how bad it is in large open areas like the parks or Bliss Bay beach, but here’s some new ones I came across.

Check out the pic below. My Zoi at position “A” is instructed to travel to the other Zoi at position “B”. The red line is the path you would expect the Zoi to follow. Simple and straightforward.

Nope, the Zoi follows the green path to position “C”, changes into his swimsuit, climbs down into the pool, swims across the pool to position “D”, climbs out of the pool, changes back into his regular clothes, then walks down to the other Zoi at position “E”. Removing the pool ladders does nothing. The Zoi just jumps into the water instead of climbing in. Terrible.

But wait, there’s more!

Now look at the pic below of the inside of the house. The Zoi at position “A” has just finished using the toilet and wants to wash her hands. No problem, just walk a few steps down to the sink at position “B”, right?

Nope, the Zoi follows the green path all the way around to the sink in the kitchen at Position “C”. Why? Because the game’s pathfinding code only compared the simple radial distance to each sink (yellow lines). The radial distance to the kitchen sink slightly shorter than to the bathroom sink, so the code routes the Zoi that way. Well, sure, it’s “shorter” but only if you ignore all the walls and other obstructions the Zoi has to work around. Terrible.

Another example. Remember back when players were complaining about Zois taking long circuitous routes when entering or exiting a property? In an update the devs “fixed” it. Well, no, they actually didn’t fix the problem but just added two more predetermined entry / exit points at the middle of the sides of the lot. That’s it.

So now you have situations like the one shown in the picture below.

My Zoi is at position “A”. Sorry, it’s kind of hard to see him since I had to zoom back out to show the whole problem. The pre-update single predetermined entry / exit point was at point “B”. Because of the fixed point only at the corner of the lot, I used to build houses with the main door on a 45-degree angle. The Zoi would travel from point “A” to point “B” and then across the street to the subway.

With the update, the devs added predetermined entry / exit points at points “C” and “D”. A quick kludge.

Now what happens is my Zoi at point “A” follows the green line, traveling out the back door, all the way around the back of the house and down to reach the added fixed entry / exit point “C”, walks a short distance to the sidewalk, then travels down the sidewalk to the street crossing and finally heads over to the subway.

Again, what is happening is that game’s code is only measuring the direct radial distance between point “A” and point “B”, and the radial distance from point “A” to point “C”, completely ignoring what happens when a Zoi has to actually travel between those points. Terrible.

This illustrates what happens when you don’t actually fix the problem, but try to paste a bandaid over it. The broken pathfinding system now breaks in new and (apparently) unexpected ways. The underlying system is bad and no amount of bandaids will cover up the problems. It needs to be replaced.

These sorts of problems with the pathfinding system should have been caught during private internal playtesting before the game even was released into Early Access. By ignoring the errors for so long, the developers have placed themselves in an unfortunate position.

To fix the broken pathfinding system at this point means a significantly bigger workload since so much “stuff” has been added on top of the game and it all has to be tested against the new system. If the devs had fixed it early on, it would have taken time, but leaving it until now makes the job even worse. (This is known as “technical debt”)

If they don’t fix it, the devs will have to accept that their game will always be sub-par.

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I had already noticed that they take strange routes, both at home and outside, but the route that includes throwing themselves into the pool is truly absurd.

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The pathfinding / routing system depends heavily on simply going from one predetermined fixed point to another fixed point (and then to another etc). That leads to errors but quick patch jobs to try to get around the limitations just makes the code more convoluted, more susceptible to new errors, and more difficult to maintain.

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I have also noticed that my Zoids sometimes take very strange routes to reach their destination. For example, to the sink or toilet, as shown in screenshot 2. In such situations, I interrupt the Zoids’ path and send them directly to the nearest toilet, unless they are already on the stairs on their way down, in which case it is not possible to interrupt them. Crossing the pool is really absurd, as shown in screenshot 1.

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That’s quite the bummer that the ‘fix’ was just adding more entry points instead of letting us enter the property where we want to.

That’s just one more disheartening issue on top of the pile of sloppy and rushed development from the very beginning on that will probably never really get fixed because it should have been done/programmed in a whole different way and now it’s too late.

And imo this issue will also make it very hard to properly build in the Canvas Towns. Imagine which weird routes theZois will take around those blocks… :sob:

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Excellent report !!

I have the exact same problem as the 3rd case on the same property, when I tried a build with similar front, back and side entries.

This is the same path finding problem that makes zois choose a faraway wardrobe when changing clothes for the night. (They should choose the nearest wardrobe, and the nearest to their assigned bed if one has been assigned).

The path finding issue is more pronounced in multi-floor houses where zois choose a refrigerator on the ground floor and walk up to the next floor to use the kitchen counter. Then after eating, walk down again to wash the dishes instead of using all the facilities on the same floor.

I queued up food, bathroom and sleep actions, and the zoi took nearly an hour moving about kitchens, bathrooms, wardrobes and beds all over 3 floors before going to sleep, by when the food meter was already beginning to deplete !!

Devs, please take up this as a priority fix.

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