local Radius = 16 -- ANY NUMBER WORKS, Except it gets less precise after 64
local primary = " INSERT YOUR PART HERE "
local PDestroyer = workspace:WaitForChild("PerformanceDestroyer"):Clone() -- "CHANGE THIS PATH"
PDestroyer:ScaleTo((Radius*2)/40)
PDestroyer.Parent = workspace
PDestroyer:MoveTo(primary.Position + Vector3.new(0,0.1,0))
local raycastparams = RaycastParams.new()
raycastparams.FilterType = Enum.RaycastFilterType.Exclude
raycastparams.FilterDescendantsInstances = {} --
for _,v:Bone in pairs(PDestroyer.Circle:GetChildren()) do
local ray = workspace:Raycast(primary.Position,CFrame.new(primary.Position,v.WorldPosition).LookVector *Radius,raycastparams)
if ray then
print(ray.Instance)
v.WorldPosition = Vector3.new(ray.Position.X,primary.Position.Y,ray.Position.Z)
end
end
If you want your character to possess the full concentration of the sun. Potentially losing detail by trying to increase the brightness in a bid to make the visualization show more profoundly.
Personally, I wouldn’t want my character’s to be illuminated in such a way as a gimmick to achieve this effect. So this resource is great for aesthetics reasons.
That’s perfect but 1 problem, I can’t get the highlight to be somewhat transparent, changing the transparency of the mesh makes the highlight disappear
Hello, Roblox does not support Highlight with transparent meshes, Instead you can try cloning your part and make the cloned one a little bigger, Set both to Neon material