R6 is easier to animate, most of the community is still around from when R6 was the only thing out. Its a sense of familiarity.
As for tracking hits it depends on how in depth your combat system is. I would never trust anything using .Touched unless you were making everything client side, via FireAllClient. What I typically do is magnitude or ill raycast with magnitude, but I prefer mag for everything. Typically will have a function that loops while damage bool is active going through players/npcs in a for loop. If your combat is very detailed like you have a blocking system but players can still hit someone in the back then you’ll wanna raycast for that.
To some extent, I agree with you, The animation on the roblox R15 Run is TERRIBLE. But this can be fixed and will look much better than R6 For example, R15 can bend the knees, but with R6 it will not work
If you want to check if someone’s hitting in the back you don’t have to raycast. There is a fuction of a vector3 called :Dot() which can handle that problem, what if I want multiple players or mobs to be affected in one click?
And the raycasting is a valid option if we’re talking about the hand fighting, if I want to implement a sword fighting with the accurate hitboxes of each weapon, what do I do?
No you wouldn’t use this, you would use raycasting. Raycasting is so much more efficient if you were looking to check for someones back, because raycasting can return multiple values. Vector3 dot is just the value between 2 distances. Its not accounting for anything else other than that. Anyone whose making a very detailed combat system 100% is using raycasting.
" if I want to implement a sword fighting with the accurate hitboxes of each weapon, what do I do?"
The devfourm isn’t here to give you scripts, if you wanna make a combat system you need to try to actually make it and not have someone hand feed you the answer. Part of being a programmer is problem solving if you can’t do that then give up and hire someone to make it for you.
You are funny lol. About dots, dot product is a number value which basically represent relation of angles. In simple words, you can use dot on a lookVector to lookVector of another. I coded Unity and c# back in the day, using a dot product you check if player can see an object on his screen too. I’m not asking for any scripts, I’m just curious what methods do I use to implement it. I want to use animations obviously, how do I work out animations + hitboxes if not using .Touched event?? Why are you so mean bro xd
“Raycasting can return multiple values” is not an argument, lol? Yes, raycasting can be good and used for example combats, where each player can fight with the hands, so you don’t need the hitboxes, you know the reach range, you detect. I’m asking for methods (as I asked before, what function/thing do I use to implement hitboxes, they don’t work with raycasting) and how other people are doing it, not scripts. If you don’t get it, then I don’t know.
I forgot to warn you But THIS IS IMPORTANT {If the character in the Avatar is R6 And you have animations on R15 Then there will be a lot of errors to avoid this you need to create a script so that he transfers the Player from R6 to R15}