Raycasting hitbox roblox None of these methods seem to be good enough though. (100*1000 = 100,000 raycasts a frame!) Lost only around 5 - 6 frames, but very very rarely will a game require even a fraction of a fraction of that amount of raycasting so this is still very good performance. I’ve considered these methods: Touched, Raycasting, Region3, GetTouchingParts. function RaycastHitbox:GetHitbox(object) return Handler:check(object) end TL;DR: How can I implement sanity checks on the server to prevent constant headshots Currently I’m using the raycast hitbox module for this combat system I’ve been making. Touched since they’re either exploitable/ non-performant. When a player is hit, the server receives two pieces of information Hello, so rn im revamping my game’s hitbox which currently uses region 3. If you don’t set this property, the raycast will assume the “Default” collision group as it did in the past. I If I understand this post correctly, Swordphin123 has made a Raycast Hitbox Module that should be really easy and useful for your cases, if you’re trying to get accurate melee weapons while optimizing and having it not be a big hassle. Sure, I get the surface-level stuff, but I’m wondering how you’re able to limit ray cast length, find the direction Im so confused on what to do. There are pretty much only two things that can cause this: Your code. RaycastHitboxV4) local tool = script. We’ll be sharing the progress with you here along with some fun technical details. new() hitrayparams. Hello, I’m trying to use the Raycast Hitbox module to make a melee game. Touched event, or region3s, If you've ever wanted to learn how to make a reliable hitbox for high speed projectiles such as fireballs, bullets, etc. Use attachments or vectors to make your hitboxes in secon That module takes an interesting approach to the hitbox problem. Touched, why in the world would I make a module to replace Roblox’s built-in feature? Touched’s reliance on physics is what causes performance problems and makes it vulnerable to network ownership exploits when called on the server, etc Well I’ve made a short module that replaces Touched for weapon hitboxes such as More information: Raycast Hitbox 4. The issue: I’m using this module for raycasting, and basically, for some reason despite the hitbox hitting a player, it sometimes doesn’t “register” it, dealing no damage at all Demo of my Weapon tes - Roblox Studio (gyazo. I read the thread about it and found it to be rather fascinating, but then I came across ClientCast, which is a raycasting system similar to Raycast hitbox. It was all fun and easy, and I used a BodyVelocity for my projectile. although they were cool concepts for roblox but there were no proper ways to do. Normally on Roblox, hitboxes are either physical parts that rely on the . Hey everybody! Just thought i would share this with you all. 62penguins (62penguins) Topics tagged raycasting I have a predicament - if a player is moving, and then makes an attack, then the player and the server should both start raycasting for hit detection. I’ve been having issues with this module for the couple past months (since I actually implemented it in my game). Also should I use a loop or . Whenever i make hitboxes like meele hitboxes that use spatial queury like :GetPartsInParts it always ends up behind me and delayed. Raycast Params: Raycasting | Roblox Creator Documentation 4. I went for server side hitboxes using parts and spatial queries (workspace:GetPartsInPart()) each Heartbeat). Region3: Region3 | Roblox Creator Documentation 3. Overlapparams and ShapeCasting seems nice, but which one’s better I’m primarily looking for better performance I actually changed some things around last night and it started working with Animation. Plastic but that is not my problem. i wish i recorded it second off, the raycast constantly detects where the mouse or part is, so the beams stack on eachother before Hello developers, I am working on something here and I seem to be getting a delay, it should be tracking the user but it is just behind the user. Yes, I know that there are modules out there that can already do this, but I feel like most of them are too specific (e. The problem with this is that I can look through objects, so I decided just to raycast between the head and the camera to detect if there is objects, and if there is then put Hello! I am encountering some problem where my raycasting script is not working. Handle, humanoidinstance } hitrayparams. player moves left and right while swinging a sword, the raycast hitbox will lag behind. ) This even seems to We’ve added a new property to RaycastParams called CollisionGroup. Visualizer with a true or false to turn on or off the debug rays Recently roblox released a new type of raycasting called ShapeCast which includes BlockCast and SphereCast Now here’s a question: If I were to create a projectile hitbox, which one should I use? Raycasting doesn’t seem good for larger projectiles. HitboxCla… It doesn’t seem like the delay is caused by your module, as it’s I’m trying to create a skill that involves projectiles. I did not want to use 3rd party solutions and this seemed like a reliable way to detect hits. 01: For all your melee needs! - #597 by TeamSwordphin Notable A raycasting hitbox module that should help you set up any type of hitbox on any type of model within minutes (with some scripting knowledge of course lol). I highly recommend you He is the one to show me how to raycast. first off, it does the normal raycast hitbox. However, since the server sees the player as further behind than the client, then it results in desynchronization. Length. My first tought was to make a ball, then make a raycast result from my camera to the cursor, and then set the ball’s cframe to the raycast result position. fastcast is specialized for guns and small, fast Hey devs, We recently made some big internal upgrades to improve the performance of raycasts (ie WorldRoot:Raycast). i TRIED to use shapecasts but it just turned the cube beams to cylinders and they weren’t alligned correctly. Documentation: Im trying to make a hitbox similar to minecraft (image ref below), where a box is parented to each player, so that its position corresponds with that of the player. -- Link: / discord Here are the assets I mentioned in the video -- Link: https://www. In this system, different parts will affect the player health by different amounts, so a blow to the head will do more damage. RaycastFilterType. I do know that the issue isn’t due to lag, I have a decently good internet connection and I tried the weapons script on an new, fresh and so i recreated the last prism from terraria, but the projectile it makes kind of sucks. RPGs, Fighting Games, and pretty much anything that isn’t just an FPS game. It seems that the raycast hitbox lags behind with movement (ex. 01: For all your melee needs! Here’s my script: local ReplicatedStorage = game:GetService("ReplicatedStorage") Roblox Help with Raycast Hitbox. Or if you still want to do raycast, you can do a raycasy in the middle of the door (not the part where the part opens and closes) and do a ray cast to nearby players and In my game, there is a move called “Shockwave” which hits characters near the character who used it if the character’s fell on the ground at a high velocity. colbert2677 (ImagineerColbert) ClientCast - A Client-based, Idiosyncratic Hitbox System! A raycasting hitbox module that should help you set up any type of hitbox on any type of model within minutes (with some scripting knowledge of course lol). What I want to achieve with it is a server-side RayCasting for “WallBang” through materials that are allowed e. It comes with a swing sound, hit sound and 4 attack animations. matthewiscoop (MattNormally This issue is the final thing I need to solve to complete my project of making a combat system. How do I fix this? I fire a ray from my players root forwards and add more rays for my hitbox, but when the player moves backwards it doesn’t work at all. Hello, I’m a (not so) newbie. Clearly, HitboxClass is an OOP-based hitbox module designed to be a powerful solution to hitboxes in a variety of games, such as fighting games and RPGs. Parent --@ guessing that So I’m trying to make a horror game, in which a core mechanic would be the flashlight. It helps you tailor your hitboxes better in regards to sizing, placement of nodes and anything in regards to fixing or testing your hitboxes. Character}) Hitbox:HitStart() Hitbox. 01 Module], a [RELEASE] HitMesh Pro – Advanced Shapecast Hitbox System Hello, Roblox Developers! I’m excited to introduce HitMesh Pro, an advanced, modular hitbox system that leverages shapecast technology for precise, scalable, and high-performance collision detection. One is you can change/darken the lighting when the cloud begins to obscure (if your code is made on a timed base sequence). I tried detecting when it hits a certain keyframe then running :GetTouchingParts() but most of the time it doesn’t register a hit. This is not backwards compatible with V3. This seemingly simple question is somehow difficult to me. So; any smoother alternatives? Things I tried (that didnt work): Doing raycasts on the client side (Original problem has been resolved, new problem now) I’ve got a custom shiftlock script, all it does is locks the camera to 8 studs away from the head, and locks the mouse to the middle of the screen. local RS = game:GetService("ReplicatedStorage") local PS = game:GetService("Players") local RH = require(RS. Touched is not reliable, doesn’t fire sometimes (especially with fast-moving projectiles) and can be exploited. this is the tutorial for you. HitboxClass enables developers with incredibly easy access to client-sided hitboxes and abstracts all the networking for you so you don't need to worry about it! Your issue is likely caused from the hitbox script registering for every sword hitbox. The documentation in the module includes a “GetHitbox” function which doesn’t exist in 2. I’m trying to figure out which raycasting module is ideal for I’d like to know any alternatives to raycasting in scripts. KiroDF. roblox. There are 2 alternatives you can do that don’t use raycasting. so, what is the most accurate hitbox system possible to So when I fire a ray on the server, the ray detects the character usually then stuns them for a punch. Requires Roblox Studio and knowledge of its API - Free to use for everybody - Beginner Examples · Swordphin/raycastHitboxRbxl Wiki. I’ve been looking for a solution for quite some time now, and hopefully now due to the video, I could possibly receive a Introduction ClientCast is a performant solution to melee hitboxes, allowing you to provide a smooth and lagless combat experience for your players. new("Part") local RP = RaycastParams. Touched Event: BasePart | Roblox Creator Documentation 2. So i thought of making 2 on the Hello, I need help with raycasting between two attachment points, as shown in the model below: This is the current code block that handles raycasting: local hitrayparams = RaycastParams. It uses attachments so you don’t have to hardcode the hitboxes for different weapons, and raycasts them every frame. But we all know how BVs lag and overall aren’t the best way to do a ranged weapon. 01: For all your melee I’ve been using this module for a while, but still can’t figure out why it cannot detect normal parts(aka it detects only humanoids). i don’t have the patience to wait for someone to bump into it. The problem is that, Have you tried shapecast? They are like raycasting, but instead of a line, it casts out a sphere or block (depending on what you choose), which increases the surface area of the ray, which means that you dont have to be very accurate. Touched? -I heard it’s ‘exploitable’ but if I create the connection on server, what do I need to worry about? What is optimal detection for ‘AOE’ attacks? -I. Also wanted to say that I really love your module so far, it’s a really cool way to do melee hit detection. Added optional warning message boolean, readded hitbox check function which returns Requires Roblox Studio and knowledge of its API - Free to use for everybody. I am being a bit lazy and not raycasting on each flying punch, but instead I just want a simple hitbox in front of the character that represents the GetTouchingParts, Touched, Raycasting and Region3 hitboxes. I’m trying to have it so it raycasts between the position of the attachment (multiple attachment on blade of weapon for positions of rays) in the previous step, but I’m having trouble figuring out a good way to do that. However if that character were to walk backwards, then the ray won’t detect that player. Here are the changes you need to know if you want to make your code compliant with V4: Raycast Hitbox 4. Touched event, but I don’t know if you use the tool but don’t hit someone, next time it touches a player it will damage I tried to combine fastcast and raycast hitbox together, basically I have a projectile moved by fastcast with hitbox attachments “DmgPoint”, when I do this on the server, it worked perfectly fine, but when I try to do it on the client side, the hitbox become inaccurate and jiggling, the hitbox was going downwards and went into the baseplate after the projectile fly for a while. If you are unfamiliar with RaycastParams, read the WorldRoot:Raycast documentation. Example; Client fires remote even and from the server it makes a hitbox and gets the characters hit and deals damage. com) My Sword Code using the Module local I am using the module to simulate a barrage of punches in front of the character (yeah, JoJo game). Code: local oldPos = GetPartsBoundInBox Hitbox Handler! OUTDATED - Roblox Loading Animations should work right out of the gate with this module. FilterDescendantsInstances = I’m going to make a combat system, and I want to know what hitbox methods you guys would use because I have no clue to go about this. com/library/774646 Join this discord if you need any help A raycasting hitbox module that should help you set up any type of hitbox on any type of model within minutes (with some scripting knowledge of course lol). I tried various of methods but it still doesnt cast at the right position, the “part” that it creates always appear below the map which is “negative” Y axis, on the fifth try, its finally on the baseplate but however, the part get created at a certain point, independent to player’s movement. I don’t know about raycasting but you can try hitbox using a part. I plan to make my melee combat system with your module. What’s the most accurate and best way to make a punching system? I know that I can do raycast, magnitude check, and touched event. So im trying raycasting modules. The issue is that the rays that are cast by the gun are seriously delayed and only are truly cast a moment after the user has clicked the mouse. Has anyone already gotten an idea of this already? Try this out: If this doesn’t work, double-check the code by looking into the wiki. Parent else tool. Hitbox:Clone() People always say that raycasting and magnitude are better than touched in scripting melee combat. Hey! I’m posting this topic here because I think I won’t get any response on the respective topic. Here’s the forum post from Roblox, they explain it Hello fellow developers, I’m currently working on a melee combat game in Roblox and I would like to seek your advice regarding efficient hit detection methods. The trail doesn’t show and the weapon does no dmg. So for a while now, I’ve been trying to make a simple “module” that can be used for a good range of magic-type projectiles and abilities that uses the world position of attachments for raycasting and hit detection. DetectionMode to set your hitboxes to Default, PartMode, or Bypass; Write directly to Hitbox. They’re almost identical to me, which is why I started this thread. Hello, The title mainly says it all, I’ve delved into the source code behind ClientCast and Raycast Hitbox, but I’m still really confused about the details. Here is an example video: The Red rays are the server’s hitboxes, and the green are the client’s. I want to ensure accurate and performant hit detection for melee attacks in my game. I want to make a hitbox system by myself and I have a problem. But if i make it on the client its exploitable. How would I make a Raycast hitbox I need to make one so my systems have little lag I’ve only really use touched events before and the lag alot. One Raycast Projectile Module V2! (kinda) - Roblox Loading I know i already made like 2 posts just like this, but those are locked now (solutions were found) but im just now realizing that those were not solutions. new() local FilterDescendantsInstances = { HitBox } RP. Raycasting was Questions: What is bad with . touched, normal raycasting which one of these would be the absoloute best at getting the person the player is trying to hit Help and Feedback / Scripting Support - DevForum | Roblox. I’ve stuck with Raycasts as they’re fairly inexpensive in short distances (afaik), one thing is that I have no clue on how to properly detect the object detected by this method. I don’t see any code so it’s hard to say much about it but you should be using SetPoints on the actual weapon and not torso for example (so the weapon influences the rotation of the raycasts). I have found no good hitbox systems, Apart from Muchacho Hitbox, I’ve had issues for the past days trying to implement hitbox detection for my projectiles. Hi, well the title says it all; should I send a raycast from the client (and then try to verify as much as possible on the server) or just detect input (position, mouseHit) and then do the raycast on the server? For a casual “shooting” game (not like phantom forces etc. Due to client-server delay, the position of the effect of the shockwave appears wrongly, and I need to use a raycast to fix the position of both: shockwave effect and shockwave hitbox. Length so everything is good. Thanks in advance! Hello, so rn im revamping my game’s hitbox If I were you I would make an effort to learn & understand Roblox HitboxClass is an OOP-based hitbox module designed to be a powerful solution to hitboxes in a variety of games, such as fighting games and RPGs. I started to test a lot using dummies and actual players and it worked always on dummies but only a few times on players, then I joined the game with an alt I’m looking to use the Raycast Hitbox module for my melee combat game, since the Touched event has proven to be unsuitable for my game considering the fast swings that the Touched event doesn’t register. (You have to use your own animations) There are a lot of raycast and combat systems out there but this one is very easy to use. OnHit:Connect(function(hit, humanoid) if . My 1 question is which one is better, what are their pros and cons, and which is better. Just put the “HoldAnimation” script inside of Hello, today I had nothing to do, so I decided to try and make a gun. g. Touched(), and I’ve run into a problem. For some reason, the rays casted from the weapon lag behind whenever the player moves around, unlike the fluid rays that match with movement as shown Hey just thought I’d let you know. All of these methods rely on having Roblox do most of the heavy-work such as calculating what’s inside your hitbox bounds and whatnot, since Roblox’s engine is optimized specifically to allow for these tasks to run at top efficiency. Somebody on Discord told me to use a . FilterDescendantsInstances = { tool. What solutions have you tried so far? Did you look for solutions on the This is the second post in a series about different vital parts about games revolving around combat and how to make them. I have been looking everywhere for a decent hitbox system, Youtube, DevForum, Toolbox, anywhere you can find Roblox resources. FilterType = Enum. Reason? Well, the primary reason is well Lag! It works fine the first few minutes. I’m unsure what could cause this, and I’m hoping to rectify it. so i dug deeper until i found two threads: these threads made my mind come up It seems as if the raycast only works for one model at a time, and all else aren’t affected by the raycast. Parent local HitBox = Instance. How would you format your own post from this thread? Firstly, I wanna know what is the way of making the hitbox Secondly, What is it’s pros and cons? Thirdly, How useful is it? (Like for ranged weapon or melee ones) Who can tell me how to do raycasting to be like: i always wanted to make my gun system have an expandable hitbox for projectile-type so i went to devforum and search for “box cast”, “sphere cast” or “raycast thickness” and only a few results were found. * NOT BACKWARDS COMPATIBLE WITH PREVIOUS VERSIONS. I have “preset” hitboxes for each move and I 1st Problem [Solved]: I made a script that damages nearby players using raycasting, the only problem is that the ray will only work when players are directly infront of you. Well, as we all know, Roblox’s hitbox isn’t a great way to make hitboxes. ) should I raycast on the server or still on the client? Also, the game will have around 10 players, so not I’ve looked at the roblox Developer Hub about raycasting it helped me understand it, but i’ve haven’t seen anyone do anything about getting a player when a ray hits them so i have no idea how i would go about it. But then things get messy when it is looped. You can also change the size of the block or sphere. I researched a lot and didn’t find any tutorial or topic really teaching how to create a hitbox for raycast (in my case, a projectile). ReplicatedStorage. Also, the max distance of raycasts has been raised from 5,000 → 15,000 studs! Why Improve Raycasts? Raycasts are the foundation for large chunks You can write your topic however you want, but you need to answer these questions: What do you want to achieve? Keep it simple and clear! I want to prevent the lag from the raycasting What is the issue? Include screenshots / videos if possible! Extreme amounts of lag that nearly crash studio. Here’s the addition I added to the main module for the time being (it causes a warning in check to be fired so I commented that out as well). So when raycasting, I can just check if it hits the hitbox instead Rewrote RaycastModule to match modern coding etiquette. e, a ground smash -Magni A raycasting hitbox module that should help you set up any type of hitbox on any type of model within minutes (with some scripting knowledge of course lol). Every time I search through their code, lots of stuff feels overcomplicated from what I’d assume they would do. The second thing is to have another hitbox where if this hitbox is touched by the cloud, proceed to darken the lighting. . What is the most accurate way to get a good hitbox combat system? I tried raycasting and watched tutorials, but for some reason it just never works for me. pretty much what this script does Greeiings! I’ve recently been trying to crack a problem involving the scripting of a simple gun. Tests include 100 hitboxes running at a time, with 1000 attachments each, raycasting simultaneously. DebugMode is intended to show the raycasts being performed on the hitbox so you can see how your hitbox is interacting with the world. After researching various options, I have come across three methods: raycasting [ Raycast Hitbox 4. I’ve encountered an issue when I’ve tried to make the melee detect if it has hit somebody in the head, it detects the player’s head accessories instead of the body part. Not sure why it started working but I’m still using Animation. However, touched events are unreliable, almost never registering any hits, and the best way I went about doing it was making an invisible hitbox part but since it was Hello! I was wondering what will be a good way to use hit detection on my sword. I heard that the best way would be using Raycasting, but then I realized that it would be necessary to create a hitbox to make it 100% functional. Parts in collision groups set to not collide with the passed CollisionGroup will be ignored by the raycast. I see that you use Hitbox:HitStart() in the server when a player fires the event, but there is no localization defining it so only that player activates their hitbox. My idea for this is create a part above player head then cast ray from that part like in this beautiful drawing This is my script –Create a part above player head local hitbox = game. I have many ways to detect if a character is in a hitbox. Whether you’re developing fast-paced melee combat, precise ranged attacks, or large-scale I tried WorldCFrame but no use. Magnitude works, but it also can be Hello! Recently i’ve been trying to do a weapon system with RaycastHitboxV4, a module created by @Swordphin Well, the problem here is that the raycasting is hitting targets from far?? Even if it doesn’t visually hits? Here’s a video for demostration: (it says in output that it hitted) I’m using RaycastHitboxV4, as i need to start and stop the casting with timed delays I’m making a combat game, and I’m interested in whether or not raycast checks or spatial queries is more efficient at large scales for hitboxes. Its a raycast hitbox that comes with sounds as well as animations. 1. (CollisionGroupId = 2) When the raycast is fired it filters out the players own hitbox but leaves the rest. What I am trying to achieve is making a flashlight hitbox that detects every part that it touches. There’s a module called Raycast Hitbox, and I’m having some trouble with it. Exclude RP. Of course, you don’t need to use everything in every tutorial, but these will cover just about everything you need. I don’t want to use Region3 or . The print(hit) line exports the word “Handle” in the console, meaning it hit the accessory’s handle and couldn’t detect the Welll, you could use it that way but for hitboxes, as you noticed it might not be all that efficient due to the constraints you have found of having to tween it, you might as well use a Region3 to represent the hitbox moreover you won’t need any attachments to setup. The reccomended level of experience for this tutorial is Hi DevForum! I made a RayCasting combat system instead of using a hitbox, and wanted to know if I can improve some aspects, here’s my script: --// Services local UIS = game:GetService("UserInputService") local RS = game:GetService("ReplicatedStorage") --// Data local AnimationsFolder = RS:WaitForChild("Animations") local Animation = I’m having a quite troubling issue with the module. Yea the hit detection is done client side, here’s a little snippet on the order I call the events in: (renamed the module “Kenjutsu_HitDetection”) local Hitbox = Kenjutsu_HitDetection:Initialize(ServerHold, {plr. Blacklist local hitray = Today we’re officially releasing two new APIs for the Roblox Engine: WorldRoot:Blockcast WorldRoot:Spherecast You may know these as swept volume queries, thick raycasts, continuous collision detection, or Hello, I’m working on a melee system for my FPS game, and I came across Raycast hitbox. If anyone has an idea on how to fix this, you are welcome. 1. However, in my game for Changed: Method calls to activate certain hitbox functionalities has been removed. I have a collision group called “Hitbox” in which all of my custom player hitboxes are set to. So I’m making this thread to ask you what’s the best way to make hitboxes. i’ve also asked for help on scripting discord servers they didn’t really help me as much. The raycast slows the server to the point of even the beefiest computers crashing. Help and Feedback. Good morning, afternoon, or evening (Depending on when your reading this post) I have been having some problems with my RayCasting code. As shown in this clip, the raycast only works for the left and front direction, how would I make it work for all directions? Script : local Part = script. Scripting Support. You can still use it though and I’m pretty certain the default roblox sword uses touched instead of rays. Raycasting would work, but it would be sloppy as I’d probably have to fire several rays in directions AND time when to check if they hit a part (while knowing a ray may not end up hitting the part). First off, the main issue is the delay. Rojo-compliant. Why? Because ClientCast was designed with User Experience (UX) in mind - by calculating the hitbox on the client, not only is there no visual delay for when the player hits someone, but the player won’t miss the hitting Introduction : Ah yes the famous BasePart. I’ve considered raycast hitbox, region3, . Yet when the raycast is fired at a hitbox it prints nil! Here is the code: local serverParam = So I was changing my hit detection system for my melee weapon to use raycast instead of . Removed Hitbox:PartMode; Removed Hitbox:DebugMode; Suggested Alternative: Use the aforementioned Hitbox. Example Video: As you can see damage is only done when im directly facing the player, so how do I widen the raycast? 2nd Problem: I want my damage script to hit multiple players at a time Hey, so I’ve been working on a projectile system and I’ve been having trouble with hit detection. Here’s the module: Raycast Hitbox 4. Parent local char = if tool:IsDescendantOf(workspace) then tool. Parent. I am not too sure how the raycast hitbox script you’re using works, but it may be caused in the server script. stepped? This is on the server, I don’t think I have an option to use the client Background on the system: it is finding the nearest person and tracking them to When I began scripting my combat game project one of the first decisions I had to make was how to handle the hitboxes. fva rxzjz xjubs dkftt iybbkl uhlzlw nydtny nio rjlm ydm