How would I create a hitbox in the shape of a cone?

I’ve got an attack that requires a triangular hitbox:

But I’m unsure of how to go about this as making multiple square hitboxes would not only be inaccurate but inefficient as well


you could look at this as a sector of a circle, which takes up a 90 degree angle.

then you can raycast/shapecast a line at every 1 degree angle or something similar

local length = 10
local sectorAngle = 90

local startPoint =, 5, 0)

local visuals ="Folder")
visuals.Parent = workspace
visuals.Name = "visuals"

local rayFilter =
rayFilter.FilterDescendantsInstances = {visuals}
rayFilter.FilterType = Enum.RaycastFilterType.Exclude

local objectsHit = {}

for angle = 1, sectorAngle do
	local xLength = math.cos(math.rad(angle)) * length
	local zLength = math.sin(math.rad(angle)) * length
	local endPoint = startPoint *, 0, zLength)
	local displacement = (endPoint.Position - startPoint.Position)
	-- raycast
	local rayHit = workspace:Raycast(startPoint.Position, displacement, rayFilter)
	if rayHit and not table.find(objectsHit, rayHit.Instance) then
		table.insert(objectsHit, rayHit.Instance)
	-- visualization:
	local part ="Part")
	part.Size =, 0.5, displacement.Magnitude)
	part.CFrame = CFrame.lookAt(startPoint.Position + displacement / 2, endPoint.Position)
	part.Anchored = true
	part.Parent = visuals

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How many rays is too many?
The attack is quite large so I’d have to make the angle very small per array to avoid this:

Not sure, but to my knowledge rays are pretty performant so it’s worth giving it a shot and seeing if you encounter any performance issues.

maybe you can use workspace:GetPartsInPart()

yeah just tested spawning in a ton of rays, it should run fine thanks

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I just realized that multiple players standing in a line wouldn’t be detected as the ray would only hit the first one right? I may need to find an alternate solution

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Maybe you can use GetPartBoundsInBox and replace the raycast e.g:

local boundSize =, 0.5, displacement.Magnitude)
local boundCFrame = CFrame.lookAt(startPoint.Position + displacement / 2, endPoint.Position)
local touchingParts = workspace:GetPartBoundsInBox(boundCFrame, boundSize, overlapFilter)
for _, touchingPart in ipairs(touchingParts)do
	if not table.find(objectsHit, touchingPart) then
		table.insert(objectsHit, touchingPart)
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