A good hit detection system for large projectiles

asking this again because existing topics didn’t exactly help my problem and they’re all over a month old…

region3 → this was really complicated. also, with larger projectiles of 10+ studs it starts approaching laggy-tier, but i could give it a try

raycast (singular) → doesn’t work, the projectile is too big.

raycats (multiple) → laggy ish, but my current solution, wondering if i could make it more effecient and it felt really messy to work with

.touched → a lot of people have said it’s bad and laggy

does anyone have a solution?

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I don’t see anything wrong with using .Touched as long as you efficiently write the code.

I found this post after I answered this one:

I am guessing this is where you asked it? If you did, touched is fine.

I would call :GetTouchingParts() on the large projectile every frame with runService.RenderStepped:Wait()

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i’m just wondering how this would work with relations to a situation of 100+ bullets (say, a bullet hell game). normally i wouldn’t think it would be laggy if a game never has many projectiles to begin with but i don’t know about situations like that. do you think this would work well with larger numbers of bullets?