I didn’t code anything into the module to position hitboxes, the issue may be coming from positioning the hitbox at your mouse.
You should be using :PivotTo() on the model using the previous orientation like so, this way it retains the position of how you had it originally. Positioning models requires this extra step unlike parts.
local orientation = model:GetPivot().Rotation
model:PivotTo(CFrame.new(mousePosition) * orientation)
-- model:PivotTo(orientation + mousePosition) -- This works too
Where model is the tree, and mousePosition is your mouse position.
Let me know if that works, if not I will look into the issue on my end. If it doesn’t work then reply with your code. Hope this helps!
Do you have the attributes to make breakable parts set on all of the parts inside of the tree or is it set on the tree model itself? Or both? Is the model fully anchored?
I should have made some sort of check to anchor parts while they break then return them to their previous anchored state. As of right now any part you want to be destructible must be anchored, but I will change the module so that you can break unanchored parts soon.
Also if you want to make an entire model destructible you can put the attribute only on the model and all parts which are descendants of that model will be destructible. I’m not sure if having the attribute on parts and the model causes problems but for now just keep it only on the model itself.
Sorry about that, I should have clarified this in the doc and I will add a fix for these soon.
I actually did think about it, I’m assuming its better than PartCache, if its able to relieve some of the gittering look of positioning parts I’ll implement it with the next version.
Can’t guarantee it but it’s code is more optimal and less cluttered than partcache, and it has bulkmoveto built in, so it should have noticeably better performance if you implement it right
Alright everyone, I usually don’t ask any questions about updates as I already know what I need to add but I plan on rolling out a decently large update and want to include any ideas sooner than later. I will be replacing part cache with object cache, including features for mesh part support for making hitboxes, wedge breakable parts, breaking unanchored objects, a crack/shatter method as @Magus_ArtStudios suggested for glass, and my most anticipated- a weld feature allowing breakable parts to drop welded collections of less mass.
If there are any features that you would like to see or think would benefit others reply with them and I will consider including them in V2.