How to Make a 3D Arrow Follow System

NOTE:

This topic I made uses a different arrow system from other games with a different methodology. Hopefully, this quick note can clear some things out!

Hey everyone. I hope everyone is doing well!

Recently, I’ve been playing some games that guide players using arrows to show where they must go. This made me interested, as they use directional arrows. I’ve seen some setups that utilize beams with images, which look cool but aren’t what I’m going for.

I’d like to achieve a 3D arrow model (like an actual MeshPart) that dynamically points toward a target (like a part, another player, or an objective) and moves/floats to stay visible to the player. A 3D alternative to the typical UI arrow.

Here is a video showing the 3D arrow model:

In case you would like to see it by yourself, this is the game that I used for the video: Polo Beach [Free UGC 🎁] - Roblox

Some questions I have:

  • What’s the best way to rotate a 3D arrow so it always points at the target?
  • Should the arrow be in world space or follow the player’s camera, like a compass?
  • How would I go about updating the arrow in real time using a script?

If anyone has experience with something like this (or can link an example), I’d really appreciate it!

Thanks in advance!

1 Like

I think raycast and mess with Vector3

1 Like

Depending on your scripting level I would just tween the arrow from player position to the location position. Of course just face the arrow towards the target, no need to update it as it moves.

Another option is to use PathfindingService to find a path instead of trying to raycast the ground. You can’t really go over a tall building or fence so it would be weird to raycast.

2 Likes

I have already made something like this, you can just use that instead and add the changes you need yourself, or just ask me and i could tell you how to make those changes.

Could be one of multiple ways, I believe it is most likely just a part with a decal being tweened towards a given location from your characters location. On a side note however I think that way of directing the player is bad, like I don’t see why you would not be better of using beams. Which are way easier, more customizable and I think would be easier for the player.