Im making a rythm game. Title says it all.
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I did the searching for you, you’re welcome.
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BasePart:GetTouchingParts()
It returns a table of parts that it touches.
Well this would be a good use of the .Touched event.
You would use the event like so (also sorry im writing this code on mobile):
local partToBeTouched = script.Parent
local partToTouch = —Wherever the part that touches the other one will be located.
partToBeTouched.Touched:Connect(function(partHit)
if partHit == partToTouch then
—do what you want after it’s touched
end
end)
this might work:
local parent = script.Parent
parent.Touched:Connect(function(hit) -- if something touched the parent
if hit:IsA("Part") then -- check if the it is a part
print("touched a part!") -- output
end
end)
Use the Touched event to handle Touch events.
local part = game.Workspace.MyPart
part.Touched:Connect(function(otherPart)
--otherPart was the part that touched it
otherPart.Transparency = 1
--Here, we've turned any parts that touched our parts invisible
end)
Use the TouchEnded event to handle when parts stop touching.
part.TouchEnded:Connect(function(otherPart)
--otherPart was the part that touched it
otherPart.Transparency = 0
--Here, we've turned any parts that finish touching visible again
end)
Additionally, you can use the GetTouchingParts() to return an array of parts currently touching it.
for i, touchingPart in pairs(part:GetTouchingParts()) do
--Action here, on touchingPart
end