[v3.0] GuiCollisionService - Gui collisions done right

only thing I could think of is detecting which part of the GUI has color, other then that I don’t know how you could even do it, I don’t know too much about gui so idrk

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I read over the source really quick it doesn’t seem to support AnchorPoint, not sure if that will affect usability of this Module but you should check that out.

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Correct, as of now it does not support AnchorPoint. v1.17.0 will have these updates in it! I am working on these features currently, new updates will be released soon!

This as well! :wink:

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you can use this for that :wink:

UI Collision (1).rbxl (255.9 KB)

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Amazing thanks! I ll be sure to credit you! If I end up using it :slight_smile:

Great news!

Tomorrow, I will be posting the tutorial about making your first GUI Based 2 dimensional game on Roblox! And this module will be included in the tutorial, so you can check that out as well for some more use cases of the module!

Tutorial is Out: [Flappy Bird] Create your first 2 Dimensional Gui Based Game!

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Update v1.16.3

Updated how OnCollisionEnded event is fired. It will not fire unnecessarily when hitters are not in touch with colliders.

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Update v1.17.0! :tada:

Added “solid” property to :addCollider(), setting it to true makes it impossible for a hitter to go through a collider! Example:

new ‐ Made with Clipchamp

local GuiCollisionService = require(game.ReplicatedStorage.GuiCollisionService)

local group = GuiCollisionService.createCollisionGroup()
group:addHitter(guiInstanceHitter)
group:addCollider(guiInstanceCollider, true) -- To make it impossible for a hitter to go through the collider

Updated Source code

Updated Documentation


Special thanks to @RuizuKun_Dev without whom, this wouldn’t have been possible, after understanding the math, I was able to figure out how easy this was to implement! :wink:

I am working on a 2D RayCasting module to help you cast rays even when the rotation of the gui is not 0 for 2D projectiles. Stay tuned!

There are a few bugs to this, which I have been fixing, thanks!

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If you would like to see similar updates to the Module, be sure to reply down below with your ideas!

Currently working on Tween Cancelling when the hitter collides with a Solid collider for some neat 2D physics! Will be out in v1.18 :wink:

This is amazing, I will be using this asset to replicate collisions on the 2D version of my custom particle system :slight_smile:

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Update v1.18

local addedHitter = group:addHitter(script.Parent.Hitter, { tween, tween2 })

addedHitter.index -- index of the hitter 
addedHitter.instance -- the instance that was marked as the hitter, here: script.Parent.Hitter

Updated Documentation

Updated Module

Updated Source Code

Testing placefile for Update v1.18: v1.18.rbxl (26.9 KB)


If you have any suggestions and ideas, be sure to reply below so that I update this module often!

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If you have any questions regarding the update, be sure to ask me!

Does this work with rotated GUIs?

Unfortunately, this doesn’t always work with Rotated Guis, I am planning to implement that in the upcoming version, thanks!

Update v1.19

  • Minor Bug fixes
  • Code cleanup
  • Added :updateCollider() function to update already existing collider’s instance and solid property. View Docs
  • :addCollider() and :updateCollider() functions now return the collider that has been added:
local collider = group:addCollider(someInstance, true)

print(collider) -- {index: number, instance: instance, solid: boolean}

Updated Module

Updated Documentation

Updated Source Code

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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. :wink:

as suggested by @hboogy101

I wish to make 2D game development on roblox 10x times easier for you guys!

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this is pretty great, good job! will have to use this to make my game’s GUI’s

Update v2.0

  • 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:

Updated Module

Updated Documentation

Updated Source code

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Update v2.01

  • 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”

Like that of fnf or robeats:

Updated Module

Updated Documentation

Updated Source code

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Minor update to .isInCore(). It now works for rotated hitters as well!

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