Problem is that i can’t simply not replicate some bullets as this may break entire gameplay, imagine player shooting from machine gun with invisible bullets, it would be terrible
EDIT: Also problem is on network itself, not on client side
But how do i visualize a bullet? if trajectory is balistic projectile, calculating it both on server and then on client wouldn’t be that performant, right?
thx, but i don’t like using open-source modules, as they feel limited to me, can you describe what they do? ik part cache stores instances to be reused, to reduce instance.new, but what byteNet does? some sort of buffering data?
thx for suggestion, but open-source modules are limited to me and i don’t like to use them, i prefer to seek for other solutions than relying on someone’s else job
Indeed, i used them to make bullets for machine gun in the past, touched event didn’t worked as projectiles simply passed through very thick wall without detecting collisions, also raycasting with roblox’s physics will be worst than raycasting without it
The touched event does not fire because CanCollide could be false for the bullets you used. If CanCollide is false or a part is anchored, the touched event never fires for that object.
Using physics is in either case more performant than setting the CFrame, although I don’t know if setting the position is less performant than physics.
CanCollide was set to false, but same speed of the bullet was too high, Also i don’t set CFrame of anything, rather use pure math to calculate trajectory using this: