Making my throwing system less janky

I have created a throwing system using :ApplyImpulse(), however it’s extremely unreliable. Would anybody have a better way of throwing objects without relying on Roblox’s buggy physics system and having no bounce at all?

Also, would anybody know how to add a beam effect to show the target?

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Maybe this will help: How would i make this "throw" work? - #3 by ChickHenEn

Or if you need use the mouse.hit position and your starting position. Then you could possibly use a look vector (maybe not really experienced with look vectors personally) or maybe just make the force the distance between the two points. (I’m not the best at scripting tho)

use FastCast, extremely reliable, doesnt rely on roblox’s physics

also put FastCast on the client and only replicate everything to the server which will then fire back to the clients. having FastCast on the server doing all the calculations for the bullet is a horrible idea and will cause tons of lag