Right now I have a hit detection system that runs perfectly fine, but I feel like would be server intensive in high player servers. As of right now I’m using a while loop in order to create multiple hitboxes until I set the loop to false.
Any other creative ideas for hit detection? I’m open to all ideas really, as I really haven’t tried anything else.
EDIT: By hit detection I mean melee hit detection, sorry for any confusion : P
.Touched is easily exploitable considering this is collision between two players, leading to easy exploitation of network ownership.
For the rest I agree, OP needs to be more detailed on what they want.
Yeah I’ve had my fair sure of .Touched use in the past but I’ve come to not like it so much as other methods, it’s unresponsive and if you ask me should only be used in part with region3 or .magnitude.
Also, I don’t really wanna use modules that I haven’t made myself. Just trying to further expand my knowledge, but thanks for listing those modules; I’m definitely going to take a look at their inner framework.
As of recent I’ve just been using my own rotated region3 module to detect anyone within the hitbox using a while loop that iterates for as long as the melee animation is playing.
Unsure how efficient that would be, considering you probably grab every players basepart and do math with it(?).
My hitbox module uses rays and creates a net-like structure, spanning across the part.
This is how it looks:
Side view:
It goes in a staircase-shape, each ray going down by one level from top to bottom of the part, thus covering as much of the part as possible with the slightest amount of rays.