#raycasting to the same union gives two different normals each time
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round
u cannot stop it
its mostly due to the surface and floating point math
unions are messy with ray casting
try using meshparts with clean geometry or something
rounding would break the math for objects at any orientation other than 0 and 90 and 180 degrees
Grah, ald said that buddy
Yea I blind xd
maybe try collisionfidelity=precise
You should round to a higher precision. Ex. 6 decimal places.
grah