I have also been playing around with Gui Collisions when the guis are rotated, next update will consist of gui collisions even if the guis are rotated.
Added :setZIndexHierarchy(boolean). The function is used to determine if the hitter will collide with colliders that have different ZIndex values. Setting it to true, will make the hitter not detect collisions with colliders that have different ZIndex value than the hitter. Setting it to false, will make the hitter collide with colliders no matter what their ZIndexes are. By default this is set to false.View Docs
This feature can be used to create Slopes in 2D Games, slanting roads, caves, objects you can’t go through but can go behind and in front of them, by changing the hitter’s ZIndex. For example:
Added .isInCore() function. This function is used to determine if a gui object is completely inside of the area of another gui. This function returns true if a gui is completely inside of another, else it returns false. If guiHitter’s size is smaller than that of guiCollider, the function returns false. View docs
Video Examples:
(ignore the “too” misspell)
This works with tweens as well!
Example Code:
local GuiCollisionService = require(game.ReplicatedStorage.GuiCollisionService)
print(GuiCollisionService.isInCore(someHitterInstance, someCollider)) -- prints true if hitter is completely inside the area of the collider, else false
Use Cases
This function can be used to create Rhythm game scoring mechanics. For example a “Perfect hit” or a “Miss”
After a fairly long wait. The update you all have been waiting for is finally out! (sorry for the long wait)
This module now perfectly detects collisions for rotated Guis! How? Its fairly simple! With the concept of ray casting. Each point casts a ray on the x axis, if the ray intersects with any of the edges of the gui and if the point lies inside the gui object, both guis intersect! No matter what the rotation of the guis are!
Example Code for the video
local GuiCollisionService = require(game.ReplicatedStorage.GuiCollisionService)
local group = GuiCollisionService.createCollisionGroup()
--GuiCollisionService.
group:addCollider(script.Parent.Still, false)
group:addCollider(script.Parent.Still2, false)
group:addCollider(script.Parent.Still3, false)
group:addHitter(script.Parent.Move, {})
group:getHitter(1).CollidersTouched.Event:Connect(function(hits)
group:getHitter(1).BackgroundColor3 = Color3.new(0.333333, 1, 0)
end)
group:getHitter(1).OnCollisionEnded.Event:Connect(function()
group:getHitter(1).BackgroundColor3 = Color3.new(255,255,255)
end)
Currently this does not work with solid colliders as expected. But works perfectly otherwise! Will be added to solid colliders soon!
I’m sorry to bump, but this is insane, and I love it.
I’ve made something similar to this before, but with support for UICorner frames. That was a nightmare; never again.
Few slight modifications I might suggest:
Make collision groups “destroyable” (This could be useful if you wish to do some minor optimization i.e removing “game” state groups in a start menu.)
This could be accomplished by using BindToRenderStepped to make the RenderStepped connections removable, since as far as I can see right now, they are just connected with no references.
Use Attributes instead of Value objects
Pretty self-explanatory
And that’s pretty much all that I can immediately suggest.
Once again, sorry to bump this; but I had to since I thought to suggest these changes after reviewing the source.
Hello. I’m a dev who is learning how to script and trying to make a game. Sorry for my english by the way. My goal is to make gui collision and I do have your module script. I put it in ServerScriptService. I’m here to ask how to use the functions in your module script. I really want to finish my game and collision are really imortant. Thank for reading and answering. Have a nice day. If someone else can help I would like to receive any tips.
It could be manually set, say asking the user what shape it is out of a list (square, rhombus, circle, etc) then specifying the edge radius. For more complex shapes, I have no clue… Maybe a plugin that lets the user create a bounding box and store the points in values inside the image.
ReplicatedStorage.GuiCollisionService:298: argument must be a boolean - Client - GuiCollisionService:298
Stack Begin - Studio
Script 'ReplicatedStorage.GuiCollisionService', Line 298 - function addCollider - Studio - GuiCollisionService:298
Script 'Players.killersuperlegend.PlayerGui.ScreenGui.ObstacleDodger.LocalScript', Line 7 - Studio - LocalScript:7
Stack End