function Pathfinder.CreatePath(T,B)if not B then return false end local U=PathfindingService:FindPathAsync(T.RootPart.Position,B)if U.Status==Enum.PathStatus.Success then if DEBUG then T:DrawPath(U)end return true,U end return false end function Pathfinder.SetCurrentPath(T,B)T.CurrentPath=B end

function Pathfinder:CreatePath(TargetPosition)
	if not TargetPosition then
		return false
	end
	
	local Path = PathfindingService:FindPathAsync(self.RootPart.Position, TargetPosition)
	
	if Path.Status == Enum.PathStatus.Success then
		if DEBUG then
			self:DrawPath(Path)
		end
		return true, Path
	end
	
	return false
end

function Pathfinder:SetCurrentPath(Path)
	self.CurrentPath = Path 
end
