How do I prevent mesh distortion?

I’m trying to make a shockwave with a taurus mesh and tween service, but the issue is that the mesh part distorts and begins to stretch as it increases in size, and I want a static shockwave so that the range stays the same.

So, what should I do?

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Don’t use a mesh and just use VFX
If you want to use parts, use a model/union as an easy fix

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I don’t think I’m doing it correctly because I tried a union but checked for comparison and there’s a clear different in thickness when I increase the size.

Also forgot to mention that it’s supposed to be a hitbox so just using VFX won’t do.

Use vfx to make it look good, but make a invisble part hitbox that can be ugly, but is somewhat accurate

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But exactly how am I supposed to do that? I’ve already tried mesh parts and unions and neither of those worked out for me.

Anyone know exactly how I could do this? Still trying to figure out.

An important question is what type of hit detection you are using. If you want a shockwave that only damages at the ring and not the middle, then you probably want an advanced magnitude check. Here is my post on the basics of hitboxes, the most important part here being the client-sided hitboxes as the checks need to be run frequently and precisely to have a good ‘feel’ to them.

For this kind of check, first do a standard magnitude check that gets all targets within the current radius of your shockwave. Then compare the Y values of each target to see if they’re under or over the shockwave, and if they are, exclude them. Finally, exclude targets who are too close to the center of the shockwave, as they would not be inside the ring.

You can also do this entirely without a part, the current size at a given time can be figured out with time passed, target size, start size, and time to reach target size.

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hey starj3m, this happens because roblox scales in all 3 dimensions, and there is no option to scale in just 1 dimension unless using a meshpart, and no option to scale in just 2 dimensions like blender at all.

Do I really need to do this on the client though? The shockwave comes from a bomb placed down by a player, and my idea of whether to make weapons client or server sided is whether the weapon they’re using is active (like an attack that they do or action) or passive (it does something a period afterwards)

No matter what, server-sided hit detection will always be a unit of latency behind. On the client, it’ll feel like you get hit too early.

just reading this is already giving me a headache because the system for one of my weapon classes I already finished and it’s functions are primarily based on the server.