As you can see on the video below (with the prints), i update the black part CFrame to the character primaryPart CFrame each frame, when the velocity is low/mid GetPartsInPart can detects walls pretty accurately but when the velocity is high, i rarely detect wall, it’s like lotery. I wonder how can i fix this issue ? I precise that the black Part only has canQuery on, everything else is false (i know if part is canCollide it can have issue, it’s not the case here).
What i tried : GetPartsBoundInBox (actually worse), make the black part bigger, Welding the black part to the PrimaryPart.
I didn’t try yet, i’ll, but i need some kind of box collision detection, i can try 4 ray in each characters primarypart side coins to try, but i would have prefered to keep a single box detection
I mean, from the video you showed it looks like the players orientation is locked on two axis so you can just raycast in the direction they’re moving and have the directions (Y?) parameter locked to 0 so it’s always straight. Would work the same no?
The character orientation is locked on Y axis (i mean 0,Y,0), but a single raycast can only detect a limited area, while a box can detect everything that collide with the box, it’s a game that requires some accurate and very smooth collision. But i’ll give a try to see i let you know
using GetClosestPointOnSurface and the rotation of the part (to find raycast length) you can get a rectangular collision box with raycasts (i think). And it would be a lot more reliable than using GetPartsInPart or any of the geometry collision checkers