Touch Event Bug

Hello, developers!

I have had a similar issue before, but it has come up again. I have a Touched event script in workspace to detect when a player touches a certain block then it changes an ObjectValue to that block. There is also a Touch Ended event that sets the block value to nil. Problem: When the player uses a tool, an animation happens and the ObjectValue becomes nil because the player moves. Same thing happens if you Equip/Unequip a tool. Here’s the script:

for i,v in pairs(workspace:GetDescendants()) do
	if v.Name == "SugarBlock" then
		local touchBlock = v.TouchBlock
			if hit.Parent:FindFirstChild("Humanoid") then
				local plr = game.Players:GetPlayerFromCharacter(hit.Parent)
				plr.SugarBlock.Value = v.PrimaryPart
			if hit.Parent:FindFirstChild("Humanoid") then
				local plr = game.Players:GetPlayerFromCharacter(hit.Parent)
				plr.SugarBlock.Value = nil

Are there better alternatives to Touched and TouchEnded? (The blocks’ cancollide are set to off).

Any suggestions are appreciated! :slightly_smiling_face:


you could use region3, but i’m not really sure if that’s a good choice to use

I have never used Region3 before, and I could try. Thanks for the suggestion!

You should actually instead check if the hit name is “HumanoidRootPart”
I’ve had a similar issue back in the day and that fixed it for me.

1 Like

Could make use of TouchInterest?

If you’re using the touch/touchended event to track if a player is in a region, you could use a function to calculate whether a player is inside an area or not. You could also use Region3, however, when I used that it caused really bad performance issues in a game heavily populated with terrain/parts. If you have performance issues too, you can use this to find a player’s region:

function calcRegion(region)
    local chrPos = chr.HumanoidRootPart.CFrame.p
    local xCoord = chrPos.X
    local yCoord = chrPos.Y
    local zCoord = chrPos.Z

    local regionPos = region.CFrame.p
    local regionSize = region.Size
    local xMin = regionPos.X - regionSize.X/2
    local xMax = regionPos.X + regionSize.X/2
    local zMin = regionPos.Z - regionSize.Z/2
    local zMax = regionPos.Z + regionSize.Z/2
	local yMin = regionPos.Y - regionSize.Y/2
	local yMax = regionPos.Y + regionSize.Y/2

    if xCoord > xMin and xCoord < xMax and zCoord > zMin and zCoord < zMax and yCoord > yMin 
and yCoord < yMax then
    	if curTouch ~= region then
		    prevTouch = curTouch
		    curTouch = region
    	return true
    	return false

Well the easy way out would be connecting a repeat loop to the touched event that checks the magnitude of you and the block’s range, and If you’re out of the range then the value becomes nil.

I’ve tried that, it kind of fixed it (it works better but still not perfect, there’s still bugs).

TouchInterest is created when you link a .Touched event to a basepart, just researched it

Not sure how I would implement that :confused:

I could try, thanks