#unioning script
1 messages · Page 1 of 1 (latest)
local parts_to_union = {}
print(#workspace.NegativePart:GetTouchingParts())
for i, v in workspace.NegativePart:GetTouchingParts() do
table.insert(parts_to_union, v)
end
local operation = game:GetService("GeometryService"):UnionAsync(workspace.NegativePart, parts_to_union, {
CollisionFidelity = Enum.CollisionFidelity.Default,
RenderFidelity = Enum.RenderFidelity.Automatic,
SplitApart = true
})
for i, v in operation do
v.Parent = workspace
end
Developer Forum | Roblox
We are adding new WorldRoot (Workspace) APIs for performing spatial queries on BaseParts. It’s never been easier to figure out what Parts are within a given box, radius, or other Part! New Spatial Queries Here are three new functions that can be used: Objects WorldRoot:GetPartBoundsInBox(CFrame cframe, Vector3 size, OverlapParams overlapPar...
GetTouchingParts is unreliable
oh ok