Hello, I have recently started creating a furniture placement system and most of it has gone well except for the collisions. I have looked at a variety of different articles on the subject and have found that none have helped me. The Region3 is the only thing that got super close to working so far in my experimenting.

here is my current code…

```
function PlaceMod:CheckIntersections(Size, Position, Furniture)
local Min = Position - (Size)
local Max = Position + (Size)
local Region = Region3.new(Min, Max)
local Ignore = {Furniture, self.Plot}
local Touching = game.Workspace:FindPartsInRegion3WithIgnoreList(Region, Ignore)
if #Touching <= 0 then
self.Colliding = false
elseif #Touching >= 1 then
self.Colliding = true
end
end
function PlaceMod:Placing(Furniture, MouseMove)
local Snap = self:CalcPlot(Furniture, MouseMove)
local RotateAngle = CFrame.Angles(0,self.Rotation,0)
local CanvSize = (Vector3.new(math.abs(self.Plot.Size.X), math.abs(self.Plot.Size.Y), math.abs(self.Plot.Size.Z)))/2
local ModelPos = Furniture.PrimaryPart.Position
local PlotPos = self.Plot.Position
local ModelSize = Furniture.PrimaryPart.Size/2
local modelSize = CFrame.fromEulerAnglesYXZ(0, self.Rotation, 0) * Furniture.PrimaryPart.Size
modelSize = Vector3.new(math.abs(modelSize.x), math.abs(modelSize.y), math.abs(modelSize.z))/2
self:CheckIntersections(ModelSize, ModelPos, Furniture)
self:CheckStatus(Furniture)
end
```

A friend has said to me that the issue may be happening because its a rectangle and when I rotate it it gets the opposite side but I tried turning it into a cube and the same issue still. I am no person for advanced math so if anyone knows some sort of fix that I can look into, that would be very much appreciated!