I am trying to a perfect circle using attachments and beam objects… I cannot find a way to make a perfect circle when I copy and paste the half circle shown below…
Its recommended that you should try to stay away from using Beams to make a hollow circle as you’re doing now. The quality can change the look massively.
Check this thread out:
I was wondering how Island Royale had such a great circle… I want this circle for my own game so that players will know where the out-of-bounds is each round…
I am assuming that they did not use beam objects because I realized that they are really bad to use for larger scale purposes (glitches, and stuff)
I’ve read as solution on how to make circles that you should just use multiple straight beams that form a regular polygon with a lot of sides so it looks like a circle.
local currentAngle = 0
for I = 1, 30 do
--find attachment[I]
--xPosition = radius * cos(currentAngle)
--yPosition = radius * sin(currentAngle)
--Position attachment CFrame according to the calculated position * origin CFrame
end
This is simply bad pseudocode that illustrates the idea^
Just try it out, it shouldn’t lag too much. Also using a part for each attachment is probably more expensive than just making it 30 Attachments inside of one part and changing their positions.
I honestly don’t know exactly how you made your circle ^
Edit**
I coded a circle attachment system that creates the illusion of a circle - given a radius… I guess this problem is solved. Thanks everyone who contributed (
If you change the CurveSize0 or the CurveSize1, then it becomes a Bezier curve. However, I am using linear beams to make a circle… Basically, I have a circle of 30 attachments, and then I connect beams in-between all of the attachments.
I am assuming that your method works - Even if that did work, using Beam Curves isn’t great for large scale models (like a battle royale circle) because it doesn’t render correctly or something.
Experiment:
Radius = 1000
If you test a beam curve circle w/ this radius, it will not look as expected.