Question about multiple Hitboxes

I’m making a game, and basically the character will have several sort of actions that require a hitbox, now the problem is I’m wondering whether I should have a main constantly running hitbox and then I just use that for everything or if I should handle each ‘action’ that uses a hitbox with it’s own separate hitbox class/module or something like that. My main questions are which one is more perfomant? Which one will be less of a hassle and more ideal for a big project?

For context: One of my hitboxes needs to be constantly running, and the other two will need to run some times.

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Spatial queries are accelerated, but they are still not necessarily the fastest operations. A few don’t matter but in general if you don’t need to run something and it’s not hard to not run it, then don’t bother.

My hitbox module I create a hitbox then I can call :Activate() :Deactivate() on it and I do so based on animation events. For my melee attack system I get like a swing = “mainhitbox” which I use to go hitboxes[name]:Activate() and an endswing for deactivation. That’s how I go about it anyways. It also let’s me keep the hitbox connections for when it hits something always active since it will only report when it’s active.

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