One issue I find is that I find it difficult to sync up my SimpleCast projectiles ran on the Server with the Simple Cast Visual effects on the Client. If i want to detect collisions with SimpleCast on the Server and move my VFX on the client with Simple Cast, I just canāt get them to sync up properly in the same position.
This is a common issue with many server to client or client to server stuff. Latency is causing this. There is actually a module floating around that handles this by default. I think it is called ServerCast? I could be wrong.
I was able to fix this by replicating the projectileās vector from the server to the client. What I was doing before was creating another vector on the client, resulting in the VFX going in a different direction compared to the hitbox on the server. But I also noticed another issue while using this module:
Ok, I figured out how to get rid of this, but for futureās sake, how would I go about deleting an already constructed caster? Would i just set Caster to nil?
Oh I just read the API and I realized that was a method sorry about that.
Now I know that the hitboxes already ignore hitboxes of the same Part, But what if two different hitbox parts are interacting with each other? How would I make those ignore each other too? Would I make it ignore parts in the Cache?
Can someone create a guide on how to set this up? I want to use this over FastCast since I need a more simple, updated (as in having someone to look after the module) and performative (not sure if this is for sure the case though) system for my small game, however unfortunately I canāt understand the code fully and set it up properly.
If there are any guides I donāt know of I would be thankful! (I didnāt find any explanations besides the ones in the contents of this post)
Could I do actual zeroing in this game? As in I can have a variable set to 300 studs and run a function and see how many angles I bump the projectile by to get it to hit 300 studs out?
I understand you can return the end position of one hit but is there a way to get the end position from a part that bounces multiple times before firing?
Is there any way to have the projectile pierce specific parts? My use case is I want to pierce through characters, but Iām unsure how to achieve this with your module.
Appreciate it.
Edit: I temporarily solved this by just adding a check in your _update function. If OnCastHit returns true, the projectile continues. I would still like to see a better alternative, however.