Pretty self explanatory trying to get the part behind and in front of another part, regardless of x and z axis…
Raycasting seems like a good start
| Property | Description |
|---|---|
| RaycastResult.Instance | The BasePart or Terrain cell that the ray intersected. |
Misread the question, oops.
Like @Juicy_Fruit said use raycasting to achieve this.
they aren’t trying to position a part behind another part, look at what @Juicy_Fruit said
Um can you explain bit better What do you meant by
–Trying to get the part behind and in front of another part
bit confusing
as far i can understand it
here is a sample of code
local Part1--Gets InFront of Part3
local Part2--Gets behind of part3
local Part3--The Part where you positons the parts
--Moves to Place
Part1.CFrame = Part3.CFrame
Part2.CFrame = Part3.CFrame
--Goes to Positions
--Goes Foward
Part1.Positon += Vector3.new(0,0,0)--Write the length of part3 on one of the zeros not sure what 0 is it
--You Could Do same for part2
Not to me! Could you go into detail about what you’re asking, and give an example?
I don’t think ray casting is the right answer, but I’m not sure what the question is!
I want to know which part is in front of behind part A, regardless of X and Z axis
When you rotate a part In Cframes X becomes Z and vice versa
I.e.
A.
C
B
C is “in front” of B and A is behind it, hope I’ve provided enough reassuring information / insight on what I seek to achieve.
I use this for my combat scripts, perhaps this may help you.
local vector = humanoidroot2.Position - humanoidroot1.Position
if vector:Dot( humanoidroot1.CFrame.lookVector ) > 0 then
-- humanoidroot2 is in front of humanoidroot1
end