Part with DragDetector not printing out collisions?

  1. What do you want to achieve?
    I want to make a cannon so that when I drag the bullet in front of it and it touches the detector part in front of it, the bullet disappears and a currently transparent bullet that was already in the cannon appears so it looks like the bullet was chambered into the cannon.

  2. What is the issue?
    https://gyazo.com/1b0efd454f3af97c59f514df3a9e6188
    Nothing happens, nor does anything even print out

DETECTOR PART SCRIPT

script.Parent.Touched:Connect(function(hit)
	print(hit)
	if hit:FindFirstChild("DragDetector") then
		hit.Parent = game.ReplicatedStorage
		script.Parent.Parent.Bullet.Transparency = 0
	end
end)
  1. What solutions have you tried so far? Did you look for solutions on the Developer Hub?

I cannot find much on the devforum about drag detectors but I know that they are new and may be a beta testing object, but Iā€™m not 100% sure if they are anymore.

Please let me know if you know how to fix this or make it work.

1 Like

What type of script is the detector? Have you enabled RunLocally on the DragDetector?

The script of the detector is a server script, therefore I want everybody to see it, the RunLocally factor is disabled.

I assumed you used geometric, It works if u use physical.

the script is no problem, u just need to change the dragdetector from Geometric to Physical.

1 Like

if you dont like the way physical dragdetector dragging, i think maybe you could change up the settings to make it more simillar. And if you want it to not collide with each other you could use collision groups.

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