local union = workspace.Union
local separatedParts = plugin:Separate{union}
union:Destroy()
for _, obj pairs(separatedParts) do
local objClone = obj:Clone()
objClone.Parent = workspace
end
Negate will negate the parts in the table, without you having to clone them.
I’ve seen people say that its impossible to do this, and there are very few search results for this. So I thought I’d write this.
You’re right, it doesn’t work in game, and I don’t know why I wrote that. I guess the post might still be helpful, but Ill remove that part in it. Also GeometryService doesn’t allow you to separate, or negate parts. Unless I’m also wrong about that.