I’m making a pretty simple destruction physics system where a ball (sort of like a cannon ball) is launched at a building using VectorVelocity. My system makes it so that every part the ball directly touches becomes unanchored. There is then a chance of collateral damage which damages surrounding parts. I made the parts that are directly touched by the projectile red and parts that have collateral damage cyan.
The issue with this script is the .Touched() event fires hundreds of times per second which I don’t think is very efficient. Is there any other way to go about doing this?
Before projectile launches (purple ball is projectile):
i don’t know how exactly their destruction system works, but at the very least they do seem to use a small cooldown (under a second) so that the .Touched event doesn’t fire so often. they also seem to use checks to detect parts within a radius