I’m encountering a very odd issue, where the actual geometry of players doesn’t match what the player is seeing, and I’m not sure I understand why this is occurring.
This is what the player is supposed to look like:
(Show Decomposition Geometry set to false)
This is what they actually look like (according to geometry):
(Show Decomposition Geometry set to true)
Now, I know it can’t be a problem with the actual player model or hit boxes since I have an identical test character and the geometry looks how I would expect it to look.
This is what the test character looks like:
(Show Decomposition Geometry set to false)
This is what the character looks like according to the geometry (what it’s supposed to look like):
(Show Decomposition Geometry set to true)
Geometry is absolutely vital in my game, as it requires heavily on raycasting to detect any kind of hits.
I’m starting to think it’s to do with some kind of script altering the geometry of the characters but that doesn’t make any sense as it doesn’t match what the player is seeing.
Any kind of help is appreciated.
(Yes, this post is edited, I originally thought my raycasting was at fault but it seems the geometry is what is problematic here, and I don’t want to mislead anyone.)
Edit: Could be to do with the unions. Or the fact its r15. I really don’t know at this point. But I am testing more.
Since unions tend to generate wacky hitboxes, this might be an issue with CollisionFidelity. I suggest setting this to Box, which essentially mimics the selection box.
You can also go to Settings > Physics > Show Decomposition Geometry > Restart in order to visualize the actual geometry of your arms because appearances can be deceiving with unions.
There seems to be some kind of problem with the geometry, and I’m not sure I understand it.
(It looks like a normal character when Show Decomposition Geometry is off.)
What you could do (As a temporary fix or a permanent one) is create an invisible hitbox for all the bodyparts instead of relying on the unions/meshes of the character. Then you detect if the raycast hits that hitbox, if it does, do damage as normal.
I don’t think that’s the issue here. I was planning on using box collision fidelity anyway since It might improve performance. And I don’t really like meshes to be honest. (I don’ want to change it all).
I’m using box collision fidelity . Unions are purely for visual effect.
(I am planning to change to invisible hit boxes in the future however, when I implement character customisation)
Like it or not, meshes offer better hitboxes and don’t tend to break or decide they don’t want to work the given day. You can switch if you want, maybe there’s a better solution.
If you look at my updated post, its seems to be with the player and not the unions themselves.
I think it could be to do with some kind of script, because as you can see an identical test character has the correct geometry.
I tested with other character models too. Same problem.
I know meshes might provide better hitboxes, and might not break as much, but I think it might be too much effort just to test something that might not be the solution to the problem, if it comes to it, I will.