Roblox raycast lookvector. The game is a third person shooter.


Roblox raycast lookvector Heres my code: wait(2) local character = game. They’re broken and make absolutely no sense. LookVector * 2 local point = Vector3. Direction, params) local cf = camera. Position, (lookvector * 100) + Vector3. RaycastFilterType. Yes, it works but You can cast a ray with the WorldRoot:Raycast() method (workspace:Raycast()) from a Vector3 origin in a Vector3 direction. Normal to determine which way the mine will face, and I tried using LookVector as a direction for the raycast, but for some reason it Hello, I am very confused with something, I have a look on the dev forum and it isnt what I am looking for exactly. Also let me I have 2 characters, one which is controlled by the player and one dummy if the player clicks, a punching animation appears problem is I can’t get a raycast to work properly, I want it to check for any target within 5 studs infront of my torso and if it finds any, to deal damage local Character = Fist. This picture shows what I want I’m using a part’s look vector, but don’t know I’m making a ledge grab mechanic in my game, I’ve already got the raycast set up and have anchored the player. FilterDescendantsInstances = {Character} Parameters. Position mouse. CFrame. The code I currently CFrame. Stepped:Connect(function() local Raycast = game. Position,ray. Hit the bullets are perfectly accurate to a point that even the very edges of a hitbox on a player get touched. I’m currently sending the LookVector over a remote event. FilterDescendantsInstances = local ray = workspace:Raycast(humrp. Here is the full code I use for collision: (This code is ran whenever the projectile hits a wall) local begin = Projectile. After opening studio I realized that note. This is a LocalScript in StarterPlayerScripts. Sep 10, 2023 · Hello, I’m trying to make a NPC system that finds if a player has a weapon in front of the NPC and if they do then they run. local cf = System. Exclude RP. LookVector which gives about exactly one stud away frontally. Position. However, in the game they will be multiple arrows so I cannot make it stay on the same position. What am I doing wrong here? The “light” part should be updating when there’s a Raycast hit, but it’s definitely not casting properly. A simple raycast would look like this, as you We can figure out what the RightVector (purple arrow) should be. I’ve been trying to improve my enemy AI for past few days, I’m working on a horror-obby game, where monsters detect players and then start chasing them, I have one problem that confuses me a lot How I can raycast from a angle? I tried so many ways, using LookVector but it doesnt seem to be working I want to raycast from an angle just like in this example picture I Hello Developers! 👋 My raycast wont work: local part = game. How do I move the raycast origin position forward only based on lookvector? local raycastParams = RaycastParams. Here is the code i got so far, it casts 7 rays with different offsets but it doesn’t work local raycastParams = RaycastParams. g. --Raycast Function function PenetrateCast(RayInfo, IgnoreList) local tries = 0 local hitPart, local length = 5 -- Length in studs local Direction = CFrame. However the Params Rayasting from the player’s head part doesn’t seem to be working, the Raycast orientation is incorrect. new() params. Baseplate} raycastParams. 1) local rayDirection = Origin. new(0,0,offset)" is wrong but I don’t know how to add an offset to the LookVector. I need to change up the Head. Tried everything. Position + pivot. Y, 0))). Parent. The launching part works perfectly fine, however the raycast it fires never detects any instances, let alone players. Workspace:Raycast(tool. The game is a third person shooter. I’m simply trying to put a part 3 studs in front of my character’s HumanoidRootPart. Instance, so that I can then offset the position of the player correctly that corresponds to the correct orientation of the part. new(1, 1, 1)) -- Ensure the z value is included correctly. LookVector+Vector3. ` windBV. ViewportSize / 2 local origin = camera. Position local direction = (camera. Instance then I recommend to use game. LookVector * rayLength, rayParams) Camera Raycast Not working! - Scripting Support - Developer Forum | Roblox Loading am trying to raycast a line with the origin being the camera’s CFrame and the direction being its lookvector, but am getting slightly inaccurate results here is the script local Direction = What do you want to achieve? Keep it simple and clear! I want to set the ray cast position to behind the firepoint (an attachment in the viewmodel’s handle). local Character = Player. LookVector and-hrp. huge, I made a pistol. How would I go about doing this? After trying with the mouse’s LookVector, it somewhat works but it goes in weird directions. Position, rayDirection. Position and Raycast. local Origin = Character. sin(angle)) local raycastResult = I tried WorldCFrame but no use. The green box is the our spatial query, which will bring us all the parts it intersects. FilterDescendantsInstances = Dec 14, 2022 · My brain is a bit dead right now and I can’t figure out how to add an offset to my raycast. Position, Vector3. You should instead be using CFrame. FilterDescendantsInstances = {start} params. CFrame * CFrame. Hello! So, I’ve been reading this article which solved one of my problem about the rotation of the gui. On several occasions, I’ve spent hours trying to figure out raycasts, all to no avail. You can most certainly use the lookVector, but you should multiply it by something like 100, or your ray will be like the boys when it’s cold outside: very short indeed. max(0, LookVector. That’s it. RemoteEvent. new() It seems that I have fixed the Issue, I took a look at the Roblox resource weapons and figured out how the shooting direction works. pi * 2 * (i / numerOfRays ) local direction = Vector3. Position, Do you want the raycast to go where the HumanoidRootPart is facing or where the camera is facing? I want the raycast to be in front of the player. Client side: local LookVector = workspace. How can I extend the raycast from the head in my code? aka. 5 studs (the forward cframe of the ai) BUT it Hello everyone, so when I do this: local ray = workspace:Raycast(gun. LookVector * Distance, Parameters) - From my understanding, whenever the LMB is clicked a ray is casted from the player’s camera to the mouse position and a “Bullet” is shot from the gun, some games shoot it from the Barrel, but most games cast it from the camera, cause it’s the best way to center a bullet, some games like Halo, use both methods for different situations, but it’s really your choice in I’m making an FPS game and I made bullets and raycast system. I dont really work with raycasting, cframes and stuff so yea --// VARS local UIS = game:GetService("UserInputService") local ReplicatedStorage = game:GetService("ReplicatedStorage") local PlayerService = game:GetService("Players") Hello. PrimaryPart. new(15, 24, 30) local node1_Position = Vector3. LookVector Make sure to multiply the vector by a number to make it go a distance 1. new(math. LookVector local ray = workspace:Raycast(start. Z * -ranX,ranY,lookvector. Main. Position, root. All I need is something to detect if there is a wall and maybe a part showing the look vector of the NPC. LookVector * distance but I With your current script, a ray is only computed once as the script executes. Why use Vector3 and now some angle in °. rad(Angle. The issue is it keeps returning nil even if I am looking at a part. lookVector * 25 -- To start the raycast a few studs before the projectile, to make sure the raycast isn't in the wall local final = Projectile. -- Perform the raycast. LookVector * range, params) Hello, I want to make it so that it raycast any objects in front of the player so that if I teleport the character in front, so character wouldn’t get stuck like a wall for example. FilterType = Enum. This is a simple example of how you can create a simple scene and create a raycast to pass through a part and hit another on the other side. Radius isn’t quite specific enough in this context. I am failing miserably. In the video you clearly see the gun was not moving at all and is being faced relatively towards my mouse which is facing straight when I move to the sides the raycasting is literally being casted to the sides even though I’m going based off LookVector as in I’m raycasting based off where the muzzle is facing. So that raises the question, is local direction = origin. local RaycastCheck = workspace:Raycast( Character:GetPivot(). Position part is what im refering to if raycast ~= nil local lookVector = Character:GetPivot(). How to use lookVector? Thanks in advance, -Meaxis local pivot = character:GetPivot() local origin = pivot. Position, Camera. Blacklist while true do wait(1) local raycastResult = game. Exterior:GetPrimaryPartCFrame() local result = workspace:Raycast(cf. local light = workspace:WaitForChild("Part",1) or I’m working on my raycast car suspension and its going sort of fine, but I’m facing 2 issues that I’m not sure how to fix, 1st is that the backwheels are the ones that are visibly turning (the car itself turns, the wheels are for show) but I need the front wheels to be turning. I’ve got the movement of the cube in check (deactivated in the video shown later), and jumping is fine but it’s falling that’s going wrong. Position, Character. new(viewPort. LookVector for the Direction. lookVector*50 -- 50 studs of distance local raycastresult = Hello, I’m working on a turret and I want it to have a laser pointing from a glowing red light in the middle of the machine. To fix this issue, move lines 5-6 inside the loop immediately after task. Parent local HitBox = Instance. CurrentCamera. This picture shows what I want I’m using a part’s look vector, but don’t know when the part moves, i want the raycast to move with it. Position, vector * 40, params) if ray and ray. If your directional vector is 1 stud on the Z axis, it will raycast from the origin until it reaches the directional vector which in this case is 0, 0, 1. while task. I can’t find anyone else with this issue either. -- this is how the bullet is moving local velocity = Instance. Here’s what I’ve achieved so far: local params = RaycastParams. Velocity = Vector3. local char = When using Raycast I always get confused so I better get the ray look vector then I multiply it by the distance I desire, like this: local node2_Position = Vector3. new(Vector3. LookVector is slightly smaller. Here is what the setup looks like: Here is a simple key for reference: Purple = Well, since you know what the inverse() of a CFrame is doing, essentially how it’s getting the offset by dot products:-- // Uses the code from your makeRay function local unitRay = camera:ViewportPointToRay(xVal,yVal) local cast = workspace:Raycast(unitRay. LookVector * 100 I won’t use Mouse. new() Parameters. Finally, to create a cone-like shape, the blue lines represent the I am trying to raycast from the player to detect what part they are looking at. local LookVector = Head. for Index, Player in pairs(Players:GetPlayers()) do. X, viewPort. The first issue is: The suspensions don’t really work, beucase on a terrain with rocks, the car gets stuck really easily, and on a grass terrain local Head = Character:FindFirstChild("Head") if not Head then return end local Parameters = RaycastParams. Position+ray. LookVector * 500) Where “gun” is a simple union that is in the shape of a gun held by the player, when I visualize the ray it shows that the length was not changed at all and it is at default (1) even though I clearly expanded the direction of the raycast to I don’t understand and that doesn’t really make sense. The green part is raycasted onto the slope, so you can use Raycast. You shouldn’t be using lookVector. LookVector * 500); The direction should be a vector relative to origin. Position + cast. Position, and the position in world space for origin + direction would be origin. When it comes to raycasting, these are usually used to measure how long the raycast goes for. Hit. Normal. IgnoreWater = true local wall = local rayresult = workspace:Raycast(camera. If you have the part then just use its lookVector, for the ray direction just do. I’ve looked up various solutions and none of them have worked. For example raycasting is one beem shooting from a beam but I would like to try and make it like such: If anyone understands what I have just said 🤣 As i told, the title says it all. local rayDirectionA = local direction = (Lidar_Range * CFrame. Position+(humrp. LookVector * 99) local raycastResult_B = workspace:Raycast(torso. Position, Head. new() local FilterDescendantsInstances = { HitBox } RP. I just don’t understand how this is supposed to work. Can anyone help me? local Weld2 = Instance. Position to it’s targets rootpart. Origin, unitRay. UpVector and CFrame. new(LookVector. I realize this is because of delays/ping, and I can’t find any good solution. Normal) should be used to set both the position and the LookVector at the same time. This means when you shoot the gun, it will shoot from the crosshair (at least in theory - it actually raycasts slightly above the crosshair, but i’ll get into that later). Position + cf. So, I have a raycast. Any help? while wait() do local ray = Ray. local rayLength = 5 part. new(0, 0, RandomOffset == 1 and -20 or 20), Params ) I want to know if there’s a wall next to a player, Feb 19, 2024 · So hello, im making a sort dfa system thingy and doing that i wanted to use raycasting. Ex: Vector3. I haven’t struggled this much with anything else. X, math. THE You can perform multiple raycasts at different angles around a central point. Head local MyRayCast = The black box is the origin, and the red line is the lookvector of the black part. LookVector * range, params) I’m trying to create a raycast from the player’s character to the camera’s LookVector on the server side. FilterDescendantsInstances = Making a wall climbing system and am trying to orient the player perpendicular to the wall using the raycast normal. Position, I can’t find a way to move the ray forward depending on the lookVector. MaxForce = Vector3. Part1 = enemyrp Weld2. Any help I want to make an ability for earth that will summon earth spikes from underneath, but for that I need to check if the character is standing on the ground using the Raycast, I have tried it many times but I don’t understand why, raycast is facing direction up and checking if part is above the player, but I want it to check if it’s under the player, I can’t find solution for a long Hey, so I’m currently trying to check if a the path from A to B is clear with Ray-casting, however, I faced a problem. new() WallCheckParms. local player = script:FindFirstAncestorWhichIsA("Player") local lookDir = I’m making a raycast system which tries to detect whether an object is present 3 studs in front of the player when in movement. The one you have there humanoidRootPart. LookVector local Greetings Developers, I am currently working on a top down shooter game and the script below is a serverscript inside a gun tool that fires and casts a ray to damage other humanoids every time a RemoteEvent fires. So here’s the key line for the problem local raycastResult = workspace:Raycast(rootPart. i. CFrame = CFrame. Parent local Torso = Character:FindFirstChild("Torso") if Torso then I recently found an open sourced gun system I want to use, I have modified, improved and fixed bugs on it, but theres a couple problem I dont know how to fix. LookVector * 1, VaultRaycastParameters) a one stud ray will not go very far, try casting it farther You can try this out: local function CheckFrontSight(start, target) local params = RaycastParams. new(0, 25, 0) is a pretty nonsensical direction. new("Weld") Weld2. IgnoreWater = true local rayDirection = PlayerHead. LookVector * rayLength and what this would look like is: local ray = workspace:Raycast(rayPosition, part. new(0, 5, 0) local radius = 10 local numerOfRays = 16 for i = 1, numerOfRays do local angle = math. When you’re making a raycast, it takes 3 parameters. CFrame local Direction = Character. LookVector Vector3 The forward-direction component of the CFrame object's orientation, equivalent to the negated ZVector or the negated third column of the rotation matrix. UpVector * -20,params) You can change the 2 in LookVector * 2 to a higher number depending on how far in front of the character you want to set it. local castray = game. new() Params. It should be a simple projection from Point A to Point B and then returns the position it hit, or nil if it hits the void. Due to roblox’s documentation being the most spaghetti text there is, I can’t really make sense of : cf = cf + cf. All I can find is spread with guns for example not how I need it to work. It is the most important thing in a raycast suspension car! Finally, don’t be discouraged when it doesn’t work the first couple of times. LookVector, and multiply by a number as the direction, now is there any way to achive something like this? (drawing example): (sorry for the Raycasts take 3 inputs, the origin, direction, and params. Value, I’m trying to raycast from the player’s torso in front to check if it hits anything. Normal, lookVector, Vector3. What I want to achieve with it is a server-side RayCasting for “WallBang” through materials that are allowed e. Use the original script: local RunService = game:GetService('RunService') local Camera = script. Snippet of code: Jan 15, 2024 · 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. 10 studs forward and 1 or -1 stud right. Just use the character’s lookvector as a the UnitVector to raycast to. unit local rayOrigin = node2_Position local Didn’t find a post with a valid solution, so here: function RoundHandler. CFrame local lookVector = cf. Barrel1. 2nd issue is a very big issue, when the car flips over, it violently starts to spin and go airbourne. Random players are having their cars flip over instantly when driving forward or making turns and it seems to be users that have less than 60FPS or more than 60FPS with an unlocker Hello everyone, so when I do this: local ray = workspace:Raycast(gun. This is the script that I am using: local closestPlayer = findClosestPlayer(sock) if closestPlayer then local roach = Raycasts are an engineering disaster. However, it ALWAYS prints no part! I’m relatively new to raycasting so please bear with me. (Broken Raycast 😭 - YouTube) The raycast seems to be going in the wrong direction, also the neon brick in the air is the direction it’s supposed to go in. I want the npc to see in all directions. However it is not perfect. RegisterShot() local viewPort = camera. LookVector*5000 while true do if not I have some problems with the raycast suspensions. Parent:WaitForChild("Torso") direction = Vector3. Position * 15) --this mouse. Z/X to get your left/right and up/down. As you might already know, the ray doesn’t have thickness, meanwhile the mob that follows the path does. It uses a function to Raycast and have the Camera. Character local Head = character. Position, Hello! I’m currently making a line of sight system and i got it to work in only one axis. You need to aim in front of the person you are trying to shoot in order to actually hit them. I have been given this a few days ago in another post I made about making a weather system here’s a function that should work and solve a couple edge cases (fixed it from earlier) local function transformMoveDirection(moveDirection, newVector, upVector) if upVector == newVector then return moveDirection elseif upVector == -newVector then return moveDirection - 2 * moveDirection:Dot(upVector) * upVector end return CFrame. Position, player:GetMouse(). OnServerEvent:Connect(function(player, character) local humanoidRootPart = character:WaitForChild("HumanoidRootPart") local part = Introducing a new raycast projectile module using getPartsBoundInBox for accurate detections. Head local rayDirection = part. 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. local ignoreTable = {character, workspace. new() raycastParams. Instance is nil. Workspace:Raycast(part. Ignores, camera} castParams. wait(0. lookVector*50 -- 50 studs of distance local raycastresult = I tried replacing this line of code: local ray = workspace:Raycast(origin, origin-direction, params) with the reference of this block of code-- Cast the ray and create a visualization of it local raycastResult = Workspace:Raycast(originPosition, direction * distance) if raycastResult then -- Print all properties of the RaycastResult if it exists print(`Ray intersected with: well like if you’re just tryna get the people within a fov boy do i have code for you (credit to sleitnick) local function AngleBetween(VectorA, VectorB) return math. So I can use the raycast to check if the player’s gun is close to a wall, and if it is move it back enough to where it is not gonna be clipping into the wall What is the issue? Include screenshots / videos if possible! Hello! I was wondering if there is something wrong with my computation in my code or is it just really roblox’s raycast that is being weird. 2 Likes glowyogurt (glow) February 1, 2024, 1:14pm Use HumanoidRootPart. new(torso. FilterDescendantsInstances = {character} raycastParams. I even asked hello im amaro, im trying to make a hitbox, much like the tsb, by myself, but i dont use raycast that much, and i think raycast params are very good, now i notice that i have a raycast function that just go throw the CFrame. RightVector. ReplicatedStorage. The character is ignored until it dies. LookVector * Distance. Head. Blacklist local origin = camera. Position - Vector3. rad(FOV) / 2 local Hi there! I created a simple gun script where both a Raycast and bullet trail will fire according to the LookVector of the gun’s barrel. Exclude params. HumanoidRootPart. I’ve watched many tutorials, studied the inner workings of many free models, and tried my hand at doing it on my own, each several times. Position, rootPart. CurrentCamera -- Services -- local SoundService = game:GetService("SoundService") local RunService = game:GetService("RunService") local local Raycast = workspace:Raycast(Character. Already tried hrp. These projects are hard to debug and create in Roblox and has taken me several iterations to make a somewhat good one. Basically, I want my part to go 5 studs forward. Position local rayDirection = I need to know this so I can find how to raycast in a cone shape; is there a way I can do this? Example: The raycast work fine in the ground, however, when the raycast is sent to a wall, for example it does this: here is the code game. Parent} Params. Lasers are fired by floating orbs, and raycasting determines whether a laser hits CFrame. Workspace. LookVector, mouse. Right now, you’re raycasting from in front of a humanoid to an offset equal to whatever the orientation is (e. How can I fix this? Aug 22, 2021 · So whenever you perform a raycast, the only vector you’re given is the normal vector. It is the vector that is orthogonal to both the UpVector / surface normal (red) and the LookVector of the character (green). LookVector*50) I am making an enemy AI that will sneak on and chase a player in Roblox studio. Position, May 30, 2023 · I have a part that raycasts using its LookVector and RightVector to see if parts are in front of it and to the sides. It doesnt print as all. Does anyone know how to fix this? When I use mouse. fromAxisAngle( Hello, I need help with scripting a projectile but have it Miss. random(-75,75),math. new(0,0,offset)) * 60` I’m sure the " +Vector3. However, when I am right up close to a part it does return the raycast result as expected. e. But I want to find the upvector of that normal vector. Z) My goal is to shoot a Raycast in the direction the player is facing that goes 50 studs, however, I do not know how to do this. The origin of the ray, the direction it’s going in and any RaycastParams. X * ranX),params) You’re very close to the I don’t know how to use raycast to see if something is in front of the NPC like a wall to block it. The bullets used to be targeted to the players cursor, but because of some bugs, ive now changed it to go straight from the player, towards wherever they’re looking (the for privacy reasons, no. Position or cf. lookVector * Vector3. local Rx,Ry = Vector3. Y), LookVector. Position for Origin and the Camera. Workspace:FindPartOnRayWithIgnoreList() is deprecated by the Roblox Documentary. LookVector * n If someone knows how to use look vector and can explain it like a normal person, that would be so greatly appreciated. LookVector * 30 while task. HALF OF THE TIME, I land perfectly on the ground where I started the jump. new(tempAirType. wait() do local The green part needs to be flat on the slope at all times. Parent local Range = 20 RunService. position(origin of the ray),head. I’m standing directly infront of a wall, and ray. Plastic but that is not my problem. Which to do that, you must have a Lookvector of the Gui Position first, this is what I mean: local middle part is the arrow which is without a red box, the red box one is the Hello people! I’ve been trying for 10 minutes to use the “lookVector” property of a CFrame, but it won’t work. X * ranX),params) You’re very close to the solution. I don’t want this however. I want it to have some spread. But while trying to use raycasting so the AI can check if a wall is in the way, I’ve had some problems Here I raycast the AI’s rootpart. LookAt(HMR position, target position) -- create a CFrame at the current HMR position and make the cframe face the target position local ray = workspace:RayCast(HMR position, Direction. local light = workspace:WaitForChild("Part",1) or I know there’s a topic exactly like this one, but it didn’t have anything marked as a solution and both of the answers didn’t work for me. LookVector * length) -- get the way the direction CFrame is facing and multiplie it by length of ray I’m trying to project a part on top of another part with Raycasts, which is working, but I’m also trying to limit it’s distance but I can’t get it to work using mouse. LookVector local params = well like if you’re just tryna get the people within a fov boy do i have code for you (credit to sleitnick) local function AngleBetween(VectorA, VectorB) return math. new(1, 0, 0) Hello, I’m trying to make a move for my game that makes the player throw a small landmine onto a wall, and the top of it will face away from the wall The two circles represent the top and the front of the object I’m using RaycastResult. LookVector(direction of the ray)*500(size of the ray)) for casting back make the 500 a -500 so the ray size is negative //for casting right just replace LookVector with RightVector //for casting left do the same for right but the 500 should be - 500 Good morning, afternoon, or evening (Depending on when your reading this post) I have been having some problems with my RayCasting code. LookVector local cframe = CFrame. If you multiply that LookVector you get something like for example 0,0, -30. Y, Provide an overview of: What does the code do and what are you not satisfied with? The code fires a ray from the players humanoidrootpart to the players lookvector and if it hits something then it will update players HRP cframe to that result position else if it doesn’t hit anything then it will update HRP cframe to the full length its where its pointing at, whether thats a vector3 or even your characters hrp lookvector fellow_meerkat (FellowMeerkat) January 25, 2024, 1:41pm #3 Hi developers, I’ve been working on a third person gun framework, and i’ve run into an issue: To shoot the gun, i send out a raycast in the direction of the camera and from the position with the camera. THE My bad using filter type won’t help at all. Origin. Velocity = bullet. If you meant as in the direction of their camera, it requires a little more effort by getting the player to send the CFrame of it and You’re saying “radius”, but I think you want a cone. Hi guys, I am trying to make a laser pointer/laser sight, but even with the raycasts, the laser goes through walls because the End attachment does not update for some reason, or going to the position: 0,0,0 (it’s default position) when rotated at certain angles, and I cannot figure out as to why (I am using a beam for my laser), here’s my script: local param = Hello people! I’ve been trying for 10 minutes to use the “lookVector” property of a CFrame, but it won’t work. Something else you could do is to make an attachment in front of Hello I am making a fps game and want to make a gun npc but i can figure out how to raycast more than just forward. Any solutions? tool. At its most basic level, raycasting is the act of sending out an invisible ray from a Vector3 point in a specific direction with a defined length. new(ray. Positionbut it doesnt work. It is like this: so if the gun is close, it wont really miss that much, but its the same if its very far away. local rayPositionA = character. I am raycasting from the ai’s pivot TO its lookvector multiplied to 3. Angles(0, 0, math. My only issue is that I’m not sure how I’m supposed to calculate the face that a raycast hit of raycast. Position + root. LookVector, raycastParams) If I use lookVector, it only raycasts the direction the player is facing, not the I am really excited for how my viewmodel has come out. local rayresult = workspace:Raycast(camera. in your original code, if the origin of the raycast was at (0,0,0), and the lookvector was (1,0,0), and the orientation was (90,0,0), you would be trying to raycast to the position (91,0,0)). Raycast detects if something is hit and deals damage to it, while bullet is just there for the looks. Here’s an example of how it would work: local Params = RaycastParams. Instance. cos(angle), 0, math. Ok, now different example. If it doesn’t then, they aren’t. The main issue i’m having is that the Raycast’s direction is very inaccurate and doesn’t travel in the desired lookVector(This case being the local RS = game:GetService("ReplicatedStorage") local Functions = RS:WaitForChild("Functions") local TS = game:GetService("TweenService") local Clones = RS I want the raycast to ignore the player The raycast hits the local player despite the character being in the ignore list. wait(1) do local params = RaycastParams. Part0 = HumRP Weld2. I’m working on a gun system using raycasts, I was thinking of doing the raycast on the client side for better performance and doing the sanity check on the server, I was thinking I would shoot an identical raycast on the server side and see if the two raycasts match up, only issue is the raycast is going from the player’s character position to the player’s camera local ray = Ray. I’m trying to fix the default roblox racing template cars from flipping out when certain players have below 60 or above 60fps and provide them a stable fun driving experience. FilterDescendantsInstances = {script. I tried this: local . LocalPlayer. if your LookVector is the black line in this image, you want to pick some velocity in the red cone: [image] I borrowed that I’m trying to make a top-down raycast go past my mouse and I got it to work but whenever I move it goes to idk where or why Just spawned: Moved: I’m not entirely sure why this is happening so any help would be appreciated local origin = root. lookAlong(cast. So sometimes if the path is slim, it will still be seen as clear while it isn’t due to the path not being thick enough. How to use lookVector? Thanks in advance, I have a raycast, and I am trying to make it go in a circular motion by using a vector3 value and adding on to it local Direction = (LookVector * 2000)+OffsetOrientation local Cast = workspace:Raycast(Origin, Direction) I’m making a wallrun system, I’m trying add a “jump off” mechanic that will make you jump diagonally away from the wall (forward and to the opposite side of the wall) Issue I’m having is applying a velocity at a diagonal angle from the velocity I’m already travelling in I guess I could use the lookVector of the hrp and add the rightVector normalizing depending on the Good morning (or night (or evening (or afternoon (or noon whichever))))! So, I’m recreating Geometry Dash, a 2D platformer/rhythm game, in Roblox. LookVector*2),part. The scenario: In this example, a raycast is projected Hello, I am making an ots weapon system and when testing the raycast and the rotation of the character towards the mouse position it does not work as planned the raycast continues for a long time when i point at Okay so, I have recently been trying to use Raycasting, or better said just experiment a bit with it. Blacklist local Result = Workspace:Raycast(Head. Whenever I run my code, It doesnt always come out the way I expect it. Position My code local WallCheckParms = RaycastParams. new("BodyVelocity") velocity. My goal is to know create bullet HIT effects, which requires me to get the position of the Raycast Results, I tried using RaycastResults. Position, direction) Good morning (or night (or evening (or afternoon (or noon whichever))))! So, I’m recreating Geometry Dash, a 2D platformer/rhythm game, in Roblox. My main problem now is the direction the raycast is supposed to go to. C1 = So I am trying to make a game where I detect where the player is looking towards. FilterType = Enumeration. new(origin. X*10, origin. clamp(VectorA:Dot(VectorB), -1, 1)) end local function IsDotProductWithin(CFrameA, CFrameB, FOV) local FovCheck = math. Blacklist castParams. rad(FOV) / 2 local Note that in Roblox this is very different because I think it returns a table of values. What I thought I wrote was working, but it only moves it globally. here is the script i have so far (only the important parts): local torso = script. Any possible ways to go about this would be appreciated! Note I don’t want to use any libraries such as FastCast, etc. for context, this ray shoots out from the characters back, but the issue here is why the new raycast returns nil whereas the old one returns a value, even if it’s the same ray? If the raycast returns something, then the player is on the ground. LookVector. LookVector * 5 local direction = pivot. Position, gun. new(1, 0, 0) would be a direction one stud to the right of origin. Something like this: so if the gun is close, it wont really miss but if its far then it has a way higher chance to miss I managed to do something similar, but the spread is different based on the distance. LookVector * length) to point in a particular Alright. But it also needs to face towards the red part which can be at any height above or below the green part. new(head. 1). The Rayasting from the player’s head part doesn’t seem to be working, the Raycast orientation is incorrect. I have decided to use RayCasts but I’ve ran into some issues. This is the script I used local Cam = workspace. local ray_object = workspace:Raycast(Camera. Move:Connect(function() local raycast = workspace:Raycast(mouse. acos(math. This is the cross product of these two I want to find out how to make these raycasts go in such an angle. With camera it is missing some of the edges. I’m trying to give them a sort of vision based entirely on raycasting, and trying to offset the lookvector so they have a large field of view. I have this raycast suspension system, I didn’t write it, I got help, because I tried watching tutorials and searching for tutorials, but nothing, I still can’t understand how they work. Position + (direction. LookVector * range, params)  · I’m wanting to to always check if there’s a wall to one side of a player I have this, but it seems to depend what direction the player is facing. FilterDescendantsInstances = {character, fx} local For the two setting variables, it will take lots of tuning to get exactly how you need. Well, it doesnt work like it has to do. I’m trying to create a shotgun effect. It checks the parts and rotates based on the results, then shoots more rays. UpVector * -15 local result = workspace:Raycast(origin, direction) if not result then return end -- And I’d suggest converting your code to the new version of RayCasting (yes I noticed that you said that even the new RayCast doesn’t work properly). LookVector * 500) Where “gun” is a simple union that is in the shape of a gun held by the player, when I visualize the ray it shows that the length was not changed at all and it is at default (1) even though I clearly expanded the direction of the raycast to So I have a moving part that I want a raycast to go straight forward on even if the part rotates, I am new to raycasting and wondering how I could go about this? Hey there so basically im making a beatdown for a game and for the barrage I added a weld with the hit box but instead of the dummy looking at me it looks away so im tryna figure out how to use this look vector on humrp with a weld but i cant. random(-75,75),0) local Result = workspace:Raycast(Player. local rayOrigin = player. The reason is that im utilizing a single ray raycast and then i noticed that there is something called “DotProduct()” How could i get to combine dotproduct into this code: local part = script. Activated:Connect(function() if debounce == false and Here is the full code I use for collision: (This code is ran whenever the projectile hits a wall) local begin = Projectile. LookVector*5000, RayCastType) -- ray has 5k limit length local intersection = result and result. LookVector?, It gives you the direction the Object is facing, Note that when you are using this, you have to multiply it a certain amount, because when raycasting, you have to account In this tutorial, you will learn how to make an object align to a surface while also pointing in some direction like this: An understanding of vectors and CFrame is required. No matter how character is rotated parts stay ie. new(mouse. Position local direction = camera. . The hitbox with camera. yAxis) EarthWall:PivotTo(cframe) You might need to adjust the cast’s normal I know there’s a topic exactly like this one, but it didn’t have anything marked as a solution and both of the answers didn’t work for me. Value)) local ray = workspace:Raycast(Origin. Normally people use (originPosition, targetPosition - originPosition) to point towards a specific position, or (originPosition, somePart. However, when creating a system to change the length of the beam by changing the position of an attachment, I have encountered an issue as I am unable to figure out how to convert the orientation of the red light (a MeshPart) to a Direction for the Hello, how could I “offset” raycast’s direction to achieve result shown on the picture below Black lines are raycasts and parts are where raycast ends. I’m making a gun system from scratch and the hit registration is a bit off. However, the rays always shoot in the same direction, regardless of the part’s orientation. This is my current code, but it does not work. LookVector with no success. LookVector local function onButton1Down() Remote:FireServer(LookVector) end 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. Blacklist local vector = start. Right? I have a Raycast that starts at one position of an instance, follows the LookVector of the Instance's CFrame and then has parameters to stop it from hitting itself or particular bits around it. Making it so that the player doesn’t dash downward but can dash upward is a bit simpler: you would have to reconstruct the Vector3, like so. I don’t know how to do this. new(80, 20, 10) local Distance = 50 -- distance of ray local lookVector = (node2_Position - node1_Position). 2. local Velocity = Vector3. Exclude raycastParams. CurrentCamera: local unitRay = If I could literally answer your question completely disregarding performance then I would do it like this. I have the code to actually hit the target but now I want it to a miss. HumanoidRootPart --First raycast. Workspace:Raycast(Camera. Orientation local raycastResult = workspace:Raycast(rayOrigin, rayDirection, raycastParams) So why not use CFrame. I’m trying to make a system where an enemy launches a projectile at you that damages you. Always towards the direction they are walking. You can check what it actually returns on the docs page. LookVector * bulletSpeed velocity. UpVector”, because sometimes the upvector of the instance could be below or to the right of the ray’s normal vector. Which point would the raycast return the data of in this scenario: Assume this is already defined local ray = workspace:Raycast(root. Character. Position - Projectile. example code: local centerPoint = Vector3. FilterDescendantsInstances = {game. Part local raycastParams = RaycastParams. Position to find where to raycast to. Players. FilterType = I read all the posts I could find on this topic but all of them are about raycasting from the camera center to the mouse position I know that I can get the camera center by dividing both x and y of the camera ViewportSize by two but how would I get the position of where the camera is looking? I have something in mind which is using camera. Once cast, you can detect if the ray hits a BasePart or Terrain cell. new("Part") local RP = RaycastParams. new(lookvector. I don’t know how to use raycast to see if something is in front of the NPC like a wall to block it All I need is something to detect if there is a wall and maybe a part showing the look vector of the NPC local FieldOfView = 1 - (100 / 90 * 70 / 2) / 100 Sep 29, 2024 · After trying with the mouse’s LookVector, it somewhat works but it goes in weird directions. LookVector * 256 local raycastResult = workspace:Raycast(origin, direction, After trying with the mouse’s LookVector, it somewhat works but it goes in weird directions. Position, and not a world position where you want the ray to end up. Workspace:Raycast() instead, as game. LookVector * Range) if Raycast The second parameter of Raycast is the direction you want the ray to travel. Now I can’t just do “ray. FilterDescendantsInstances = {Eye1, Eye2, Torso, HRP Now, this all works perfectly fine but the problem I’m having is that one of the parts is too far away therefore the raycast doesnt reach it. Also, try setting up your raycast like this, where camera is equal to workspace. Here is a video on the subject if you would prefer to watch it instead: Unsure on how to get started with raycasting? You’re in the right place. task. Position + Vector3. So what I’m trying to find is that blue axis which I have local raycastParams = RaycastParams. 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