I’m in desperate search of a way to change Hitbox size, and this seems to be very close to what I’m looking for. Not to mention it seems like it detects MeshParts more accurately and runs better too.
it has some quirks that would personally prevent me from using it in any actual game.
What are some of the limitations/quirks you noticed while using the BlockCast approach to Collision? Are they specific to the game’s environment (Smooth Terrain vs. MeshParts vs. BaseParts), or are they general bugs/inconsistencies that make it unreliable everywhere?
I’ve implemented it into my game and it seems to run okay, I’m just curious if there any specific scenarios where it doesn’t work as intended (my game is made up of mostly flat BaseParts). The only one I have noticed so far is the Rotated BasePart issue, which I can easily fix by running math.ceil() on Orientations in :MakeWorld().