Why is Touched unreliable?

Whenever I implement a touched event it seems there is a slight delay. About half a second, not really noticeable but if you jump you can immediately notice it. What have I been to combat it? Well I have an old module which calculates the verticies of simple primitives (block, sphere, cylinder, wedge) and have it loop thru aabb checks with a blockier version of the player. However as you might have been theorizing this is not ez nor a computational easy task for the computer to do (especially for lots of connections lol). So where does the problem really stem from? I think from there I would be able to find a better way to approach the problem.

1 Like

For me if .Touched is being unreliable, it’s normally because it does too much, it’s probably your computer that causes it to happen about half a second later that is noticable, because mine is always too fast.

1 Like