Pretty straighforward, let’s imagine that I wanna create my own custom function of creating a part using 2 parts, one as the starting point and the other one as the ending point. I don’t wanna use Region3.new() to make it.
The arrow pointing at that vertex, I wanna get it’s positional Vector3 position, how can I get it? I remember there is a formula but I forgot what it is.
Hmm I’m pretty sure this is the formula of getting a vertex (If you want another vertex you may need to switch some + with -:
local part = game.Workspace.Part --testing purposes
local partPos = part.Position
local vertexPos = Vector3.new(part.Position.X + part.Size.X/2, part.Position.Y + part.Size.Y/2, part.Position.Z + part.Size.Z/2)
local newpart = Instance.new("Part") --for testing purposes, we are gonna place a new part to the vertex position
newpart.Size = Vector3.new(1, 1, 1)
newpart.Parent = game.Workspace
newpart.Position = vertexPos
newpart.Anchored = true --In case it will fall
Tell me if this works
EDIT: Actually it works and starts directly on the vertex I was just a bit dum and forgot to turn off cancollide for the new part
In the picture here red dot is the centre of the part where the CFrame’s position is, orange is the X offset , green is the Y offset and blue is the Z offset , if u notice the offset are half of the original axes , so you have to multiply the current CFrame by the offset to get the corner
just make sure each of the values are negative or positive one, unless you want to find the face position of a part in which case you would give it the input of
Vector3.new(1,0,0) --right face position
Vector3.new(0,1,0) --top face position
Vector3.new(0,0,-1) --in this example it would give you the front face world position, make sure the value is negative or it will give you the back side