So based on this you Break(part) when its 5studs or closer. Based on your video what’s happening is it unanchors the part before contact because 5studs is farther than the radius of the ball then contact hits the unanchored ball so then it doesn’t bounce. The issue using Touched is that in order for it unanchor you need to touch it first. This results in the bouncing. To fix this what you could try is welding a second invisible hitpart ball to the ball. The invis ball will be bigger so it’ll hit first unanchoring the glass and then after the physical ball will make contact. Right now your current system could work but you’re making it check every single part inside of workspace which is why its lagging. If you were to do something like this you would need to figure out a way to organize your glass so that it has to check with the least amount of things possible. But try the outter hitbox method I described first because it’s likely much easier and less laggy.
I wanted to make glass able to break when another glass touches it, thats why I needed the workspace:GetDescendants().
Oh wow, I tried using the hitbox for the marble and it actually worked without any lag!
1 Like
This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.