Dynamic Collision Volume

Problem: I have a set of points that describes a collision volume in my game. These points are not a fixed distance away or at fixed positions.

Right now this is impossible to do. The best you can do is create a part and then size, position, and rotate it every frame. You lose the velocity component of physics and your collision will not be in sync with other physics steps.

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If I understand you correctly, you’re currently creating Parts to define points in space where a collision may occur.

Could you not do this with Attachments within a single Part?

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Explain how you would do this with attachments.

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By the sounds of your post you have set up some sort of collision system, where you’re using parts to define the collisions points of a structure, such as a complex mesh.

Rather than using parts to define the position of your collision edges you could use attachments in a part.

If that’s not what you’re looking for then I must have read your post wrong.

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Attachments don’t have any physics behavior though. You can’t make an arbitrary physics volume. That’s what this request is.

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