As a Roblox Developer, it’s very hard to do various physics based things that rely on .Touched events.
if I want to say, have particals appear where objects make contact, or know if you’re hitting on object with the pointy end of a crowbar (like in my VR game) my best option is a lot of math, that isn’t always the most reliable.
you could also compare the direction of the touch with the direction of velocity to calculate whether or not something is impacting square on, or scrapping across it.
the physics engine already knows the impact location, so why not just pass that information onto us with .touched?
The issue is that collisions are surface intersections, which are lines. This means that the way you formulated your request, the result would be a mean. Imagine you have 2 100x100 surfaces touching each other and someone wants to know how they’re touching, not just where. They wouldn’t be able to since the only information is a point somewhere between those surfaces. This would only make this useful for small collisions.
A better solution would be a class that holds information about the touch, allowing developers to use different methods to find the total intersection surface, the mean you are asking for and the normals.
You could, but every non convex mesh is composed of multiple convex surfaces, so sometimes it can be more than one collision between 2 meshes. This means that it’d have to parse multiple tables per hit (array with positions, normals and surface size), which is a bit too much given how many collisions may happen each frame.
The request is about getting collision information in games, not for debugging. These tools probably use very expensive calls that don’t matter in Studio, but would be useless in-game.