I want to move a part with a vector, and ignore the “force of the gravity”. I want to move a part freely in the game, without beeing affected by other forces, but if it collides with another part, it can’t overlap it. But that only happens when the part that I want to move freely isn’t anchored. But if I turn it off to unanchored, it just falls ojnto the ground and I can’t move it freely.
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I written a code that calculates the distance between a player and a part (I will call it a ball). Then I took that distance, and got it into a dictionary, to get the smallest one. After that, I made a vector between the most nearby player and the ball, made it to point it’s front face into that direction, and normalized it (I did vector3.Unit) and then set it to repeat that process, so the ball will follow the player. But if I put anchored off, supusly to activate the touched event, everytime between the process to get the most nearby player, look at it and then follow it, the ball will fall and touch a million things (not saying that it will delay the server). If I put anchored on, it works just as fine but it will go throough walls.
I will record a clip ( it only lasts for 7 days)
That shouldn’t even be a problem. workspace:GetPartsBoundInBox() is the same as .Touched, except it checks for volume inside of other volumes. I dont get why it would be bad.