Recently roblox released a new type of raycasting called ShapeCast which includes BlockCast and SphereCast
Now here’s a question:
If I were to create a projectile hitbox, which one should I use? Raycasting doesn’t seem good for larger projectiles. Overlapparams and ShapeCasting seems nice, but which one’s better
I’m primarily looking for better performance and less lag
You should use ShapeCasting on your case since it’s more effective and easy to work, which causes less issues.
iirc, isn’t OverlapParams just a type of filter? It isn’t a raycasting method.
If you mean
:SphereCast returns something similar to what you get form using
:GetPartBoundsInRadius() returns a table of parts.
Both methods accept
OverlapParams to exclude/include descendant instances.
In a nutshell, ShapeCasting gives you more information, but only for one part.
Spatial queeries such as
GetPartBoundsInBox does what the method says, returns a table of parts, but nothing else.