What is the best way to handle touched events in my bomb pass game?

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  1. What do you want to achieve? Keep it simple and clear!

I want to know the best way to handle touched events

  1. What is the issue? Include screenshots / videos if possible!

The issue is that .touched is unreliable and inconsistent

  1. What solutions have you tried so far? Did you look for solutions on the Developer Hub?
    I used .touched before and now I am trying to do getPartsInPart of a bomb carriers hitbox every 0.01 seconds to see if they are touching another person, but this is inefficent

How should I handle this? Should I just use .touched? Thanks!!

You can try using Player-made modules as an alternative to these events. Try looking into this:

Thank you ill try this! but I wont mark as solution just yet i need to see if it works well :slight_smile:

this module seems outdated and a lot of people are chatting about the problems, do you know any other alternatives?

Hey! There’s really nothing wrong with using .Touched these days. Just filter out bad events. If the hitbox is large, you can just listen out for say HumanoidRootPart changes :slight_smile:

If you really do need a 3rd Party solution there’s a lot out there from TouchedPlus to ZonePlus. These days I rely on Touched and the Spatial Query API. For context my module was made to have raycast speed on a spatial query. But it had lots of limitations (I only built it for my projects needs) and required a slightly more advanced user to understand how to dial it for their usecase*.

*and if it was right for their usecase.

You know what? I will switch back to .touched! I didn’t use zone plus because it seemed like it was only for stationary zones and didn’t use touched plus because it seemed outdated.

Thanks!

Also how whold I go about filtering bad events?

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