Help with splash code

for some reason my splash is way off from were it hit, any help?

local part = script.Parent
local raycastDistance = 100 

	if not hit.Parent:FindFirstChild("Humanoid") then
		local raycastResult = workspace:Raycast(part.Position, (hit.Position - part.Position).Unit * raycastDistance)
		if raycastResult then
			local hitPart = raycastResult.Instance
			local hitCFrame = hitPart.CFrame
			local randomnum = math.random(1, 3)
			local splashpart = game.ReplicatedStorage.Splash:FindFirstChild("splash"..randomnum):Clone()
			splashpart.Parent = workspace

			local hitLookVector = hitCFrame.LookVector
			local hitUpVector =, 1, 0) -- Set the up vector to point upwards
			local hitRightVector = hitLookVector:Cross(hitUpVector)

			splashpart.CFrame =, raycastResult.Position + raycastResult.Normal)
			splashpart.CFrame = splashpart.CFrame * CFrame.Angles(0, math.rad(90), 0)

			splashpart.Color = script.Parent.Color


it could possibly be something to do with adding the normal to the raycast result position


I don’t see how this would make it not acurate as I researched quite a few devforum posts on trying to make this and I saw them all add the normal


what does adding the normal do exactly?


Im not exactly sure but I believe it is perpendicular to the surface

remove it and see what happens. from there, you may be able to find a solution

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I tried that but it did not work

what changed when you got rid of that bit?

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It broke and put it in the normal CFrame of the part that was not moved

you made sure you did:

splashpart.CFrame =


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No this script is like this tio get the position and rotation not just the position

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the normal sets the rotation??

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I’m not sure what the problem is, but you could try starting the raycast from above the part by a small offset like so:

local raycastResult = workspace:Raycast(part.Position +,1,0), (hit.Position - part.Position).Unit * raycastDistance)

Or you could try to, similar to what @Chiseled_Cheese mentioned, set the CFrame of the splash differently:

splashpart.CFrame = * CFrame.Angles(0, math.rad(90), 0)

I’m not familiar with the normal vectors, so I’m not sure where the RaycastResult.Normal comes into play…

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fixed it myself

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