Smooth Terrain Clipping

My game’s map is majorly comprised of Smooth Terrain, but I have run into an issue that some of my player base has experienced as well.

With Smooth Terrain, high enough velocities on the Player Character will allow somebody to EASILY clip through any vertical wall, regardless of whether or not the inside is filled in.

This has been a frustrating issue among my players, as it essentially causes instant death due to the kill barrier underneath.

Are there any solutions that involve Scripting in order to reliably detect when a player is INSIDE smooth terrain? I’m looking to solve this using a LocalScript, and any help is appreciated.

Apologies for not conducting sufficient research prior to posting, but I seem to have found a relatively consistent solution.

On the client, welding a relatively small invisible part (3x1x1.5) to the HumanoidRootPart has made the issue much harder to replicate.

Would rather not have to resort to such a hacky solution, but for the most part this seems to work flawlessly.

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yikes, some suggestions:

raycast check if humanoidrootpart passes through a cancollide object, if so, return to position before intersection, essentially noclip detection.

utilize raycasting to check if a cancolide object (i.e. terrain) is in the direction of velocity, utilizing a certain magnitude for the raycast distance (magnitude == 1, 2, or 3 for example). If true, then set the lower the assembly velocities/counteract the velocity?

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