Can we please have Mouse.TargetFilter local for each LocalScript? I have scripts that I only want to ignore certain things while I want other scripts to ignore other things, I know I’m not the only one who would really like this.
Set it right before you use it?
In that case it should probably just be a method. Raycasting is also an option
That’s a very specific case, unless others post about such a thing. What are you even doing that require such a thing? A better, modern solution is to make TargetFilter accept and array of BaseParts rather than an object.
Instead of creating inconsistencies in the engine you could just raycast using Mouse.UnitRay.
target = workspace:FindPartOnRayWithIgnoreList(
Ray.new(
mouse.UnitRay.Origin,
mouse.UnitRay.Direction*900
),
{}
)
[quote] Instead of creating inconsistencies in the engine you could just raycast using Mouse.UnitRay.
target = workspace:FindPartOnRayWithIgnoreList(
Ray.new(
mouse.UnitRay.Origin,
mouse.UnitRay.Direction*900
),
{}
)
[/quote]
Would mouse.Target be faster?
[quote] Instead of creating inconsistencies in the engine you could just raycast using Mouse.UnitRay.
target = workspace:FindPartOnRayWithIgnoreList(
Ray.new(
mouse.UnitRay.Origin,
mouse.UnitRay.Direction*900
),
{}
)
[/quote]
Would mouse.Target be faster?[/quote]
I’d assume it is because everything is done C-side, not in Lua. Shouldn’t make a difference though, if you’re using both correctly.
[quote] Instead of creating inconsistencies in the engine you could just raycast using Mouse.UnitRay.
target = workspace:FindPartOnRayWithIgnoreList(
Ray.new(
mouse.UnitRay.Origin,
mouse.UnitRay.Direction*900
),
{}
)
[/quote]
Would mouse.Target be faster?[/quote]
God forbid you lose an amount of time so small that it can’t be accurately measured.
It can be measured, especially if you’re casting every move/idle event
Any chance this hasn’t been forgotten about?