I’m working on a character collision system using capsule colliders, and I can’t get collisions to register on terrain, only physical parts in the world. Unlike you, however, I am using GetPartBoundsInRadius though.
Are there plans to add terrain detection in this API?
If the part itself has CanCollide set to false, then this function will return an empty table UNLESS it has a TouchInterest (AKA: Something is connected to its Touched event).
I wonder if the first parameter (PartInstance part) of the third new function introduced (WorldRoot:GetPartsInPart) actually includes the MeshPart. If no, then this third new function is pointless since we can basically do it using the first new function
I can’t get it to work with MeshPart bones!
Is it because OverlapParams checks against part.Position and for bones should check for bone.WorldPosition (or bone. TransformedWorldCFrame.Position) ?
I think this method needs a boolean version. Bool = IsPartInPart(PartA,PartB) If I want to ask if a certain part is simply overlapping another part. Such a function may be less intensive on game performance and a lot simpler to use.
That’s what I wanna know. Though, I did run GetPartBoundsInRadius in a fast loop and its an extreme resource hog (talking like >50% CPU usage). I find that looping through the parts and checking their distance with the good old (pos1 - pos2).Magnitude was less resource intensive, but I do understand why as it’s trying to factor in the bounds of a part rather than just a simple distance check from their positions.
So your saying, that Region3, a recently deprecated thing is still faster than the new flashy OverlapParams?? Roblox can’t be that high to deprecate a system thats faster than the new one.
I mean, Region3 just takes the part positions in a square. PartBoundsInRadius takes into account the bounds of the part though. Of which is more expensive to calculate instead of just its position.