Tower Placement Validation to Prevent Overlap

  1. What do you want to achieve?
    I want to prevent towers from being placed inside other towers’ hitboxes while still allowing them to be placed right next to each other.
  2. What is the issue?
    Currently, placement is sometimes allowed inside other towers, and I want to ensure that placement is only blocked when inside a hitbox.
  3. What solutions have you tried so far?
  • Using a Hitbox tag for tower parts.
  • Raycasting from above the placement point to check if it hits another tower.
  • Ignoring characters and non-tower entities using RaycastParams.
  1. Code Example

local ignoreList = {}

– Ignore all player characters
for _, character in ipairs(CollectionService:GetTagged(“Character”)) do
table.insert(ignoreList, character)
end

– Ignore non-tower entities
for _, entity in ipairs(GameData.Entities:GetChildren()) do
if entity:GetAttribute(“Team”) ~= “Tower” then
table.insert(ignoreList, entity)
end
end

– Validate tower placement on the server
local rayOrigin = cframe.Position + Vector3.new(0, 20, 0)
local rayDirection = Vector3.new(0, -50, 0)
local params = RaycastParams.new()
params.FilterDescendantsInstances = ignoreList
params.FilterType = Enum.RaycastFilterType.Blacklist

local result = workspace:Raycast(rayOrigin, rayDirection, params)

– No surface detected
if not result then
Remotes.Message:FireClient(plr, “Invalid placement”, 3, Color3.new(1,0,0))
return
end

– Hit a forbidden area (hitbox or no-place tag)
if CollectionService:HasTag(result.Instance, “Hitbox”) or CollectionService:HasTag(result.Instance, “NoPlace”) then
Remotes.Message:FireClient(plr, “Cannot place here”, 3, Color3.new(1,0,0))
return
end

– Otherwise, placement is valid
– Insert tower spawning logic here

1 Like

you could try getting the things that are touching the hitbox of the tower by using the GetTouchingParts() function, then checking if its hitting another hitbox if it is then do the stuff you want if it isn’t then allow it to be placed

For a strict validation to prevent overlap you would want to combine some methods. The validation logic should be driven by your placement logic. You don’t need to use the collection service. Nevertheless, a raycast and bounds check would work fine.