Raycasting broken

For some reasing raycasting shows me the wrong result, as clearly written in filterdescendantsinstances (written correctly) and with filertype set to exclude it still for some reason outputs an instance INSIDE of the excluded part, im going insane what have i done wrong

Server Script:

-- Variables

local remote = game:GetService("ReplicatedStorage").Remotes.Weapons.GravityGun

---- MAIN ----

remote.OnServerEvent:Connect(function(plr)
	local char = plr.Character
	if char then
		local tool = char:FindFirstChildOfClass("Tool")
		if tool and tool.Name == "Gravity Gun" then
			
			---- GETTING VARS ----
			local shotTick = tool:FindFirstChild("shotTick")
			local shoot = tool:FindFirstChild("Shoot")
			local camCF = plr:FindFirstChild("camCF")
			if shotTick and camCF and shoot and shotTick:IsA("NumberValue") then
				if tick() - shotTick.Value >= .4 then
					
					---- RAYCASTING ----
					
					print(tool.MeshPart:GetFullName())
					
					local ray = game:GetService("Workspace"):Raycast(shoot.Position, camCF.Value.LookVector * 100, RaycastParams.new({FilterDescendantsInstances = {tool}, FilterType = Enum.RaycastFilterType.Exclude}))
					if not ray or not ray.Instance then
						return;
					end
					
					---- PROJECTING BULLET ----
					
					
					print(ray.Instance:GetFullName())
					
					---- ESTABLISHING COOLDOWN ----
					
					shotTick.Value = tick()
				end
			end
		end
	end
end)

^
outputs

Workspace.Cooldoodle2019.Gravity Gun.MeshPart

twice

please fix roblox im tired of broken raycasting

1 Like

nvm i just had to use robloxs old ray system (bc the new one sucks)

1 Like

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