was literally about to switch projects last night cuz workspace:GetPartBoundsInBox was not working out for my projectile system. this saves me so much more work than i was about to do lol
bro i literally - WE NEEDED THIS. i work often on a lot of scripts that have detection, and what i used is spatial queries - but this is even more EPIC, finally there’s something i can DO about this
This is an amazing feature!
Really a step up for Raycasting.
Amazing work!
Does that mean that we can scrap modules like RaycastHitboxV4 or ClientCast for making swords? Not that they’re bad but I feel like having to cast 20 rays for one sword is not all that performant.
Thank you! 2 years ago you guys sent a message somewhere on these forums that this would come, and it has finally arrived! Although some people could finick with the casts, this is another step up in professionalising raycasting AND making it more accessable to everyone.
The issue of shapecasts not returning anything they already intersect with is a big problem for character controllers. Will you fix this, or provide some kind of alternative solution for this?
This is definitely a MUST, particullarly for shooter area calculation radius and area of effect where the radius of detection is cone-shaped.
So I agree to this.
Great update, but
Multiple RaycastResults when?
I dont know much about rays to begin, but everything I do with them works out surprisingly well, but should I use this instead of shaped hitboxes made from parts, and can I have ratcasts and shapecasts linger, because I want attacks to have some amount of active frames (obviously not to much, but enough to make some interactions feel smoother even when under lag, although I am aware that this method can also make some interactions feel worse to play)
Great update! Now I can increase the size of my raycasts
Looks excellent! Very excited to find some very janky uses in my projects.
all these improvements to raycasting and finding parts are amazing
Exciting Stuff. Looking forward to new possibilities.
This is really amazing!
Just raycast multiple times. Returning {RaycastResult}
instead of RaycastResult
will not be backwards compatible. It would need to be in the raycast params or something.
Yeah, but it would be strange to raycast multiple times for a shape.
Love to see it!
As someone who designs heavily for accessibility, this point is what I’m most excited for;
That being said, are there any plans to streamline this specific use-case such as Camera’s ViewportPointToRay method does?
I’d be excited to see this to save us the hassle of manually converting 2D to 3D space and casting a shape in hopes that it might incentivize more developers to include better touch support in their experiences!
How would you get it to work just like SpatialQuery but better?
How will you have the shapecast be at the center of a projectile?
Really good update. I love it!
This is a great addition!
One question though, is there any notable performance difference between Blockcast and Spherecast?