Recently roblox released a new type of raycasting called ShapeCast which includes BlockCast and SphereCast
Now here’s a question:
If I were to create a projectile hitbox, which one should I use? Raycasting doesn’t seem good for larger projectiles. Overlapparams and ShapeCasting seems nice, but which one’s better
I’m primarily looking for better performance and less lag
iirc, isn’t OverlapParams just a type of filter? It isn’t a raycasting method.
If you mean :GetPartBoundsInBox() and :GetPartBoundsInRadius():
:BlockCast and :SphereCast returns something similar to what you get form using workspace:Raycast() :GetPartBoundsInBox() and :GetPartBoundsInRadius() returns a table of parts.
Both methods accept OverlapParams to exclude/include descendant instances.
In a nutshell, ShapeCasting gives you more information, but only for one part.
Spatial queeries such as GetPartBoundsInBox does what the method says, returns a table of parts, but nothing else.