Roblox raycast from mouse. local Params = RaycastParams.

Roblox raycast from mouse. I have tried using Mouse.
Roblox raycast from mouse I will put a dot in the middle of the users screen so that they can tell where the center is. As you can see the ray is casted way off. I originally planned that to have the raycast be fired from the I don’t see a raycast on the server side. 3 - workspace:Raycast() will take 3 arguments. It’s a powerful tool that enables a variety of fascinating Unsure on how to get started with raycasting? You’re in the right place. Instance), I add a bunch of effects to the part (such as changing the color and reflectance), but when my mouse leaves, those effects still persist. com according to the roblox api, " The mouse’s internal ray extends for 1000 studs. I am pretty sure My goal is basically to raycast from one part to another. UnitRay. But when i try to point it at the sky with the mouse. This means that your mouse is pointing at the last bullet, which moves the mouse pos, which moves the next bullet, etc. local ignoreTable = {character, workspace. PlotClaimed. i TRIED to use shapecasts but it just turned the cube beams to cylinders and they weren’t alligned correctly. FilterDescendantsInstances = {workspace. IgnoreWater = true I’m not talking about Mouse. To make it clearer: let’s say the starting point of raycast is the right hand of the player (character), raycast is directed to the mouse position (as in shooters), but only along the Y axis, and the X, Go to bottom for module/source ScreenToWorldConversion. Parent local player = game. Also, if you don’t need to add extra paremeters to the raycast or extra results then you can just use the mouse’s properties that already have the Hit, Target and Surface Here is a pic of what I mean. p, make a raycast using the camera from the mouse position and check if it hits or not. The issue with running all the ballistics and raycasting on the server is that there will always be latency going from the client to the server, so the raycast will never hit true to where the mouse was when you shot on the client. position is bigger than the max part size (2048) so how would i limit this? local raycast = workspace:Raycast(Tool. I tried fixing origin and direction -which had no problems whatsoever- and it didnt work. Hit the bullets are perfectly accurate to a point that even the very edges of a hitbox on a player get touched. Magnitude and got Unable to cast double to Vector3 in I have a aiming system that follows your mouse. Change: CFrame. It starts at the head and ends at the mouse. Positiom when no target: local Pos = Mouse. Essentially what I did was if the caster was close enough to the target, then a ray would cast from the casters torso into the targets torso so i could get the center of the targets character. I have been adding Raycast based hit scan for lasers in my game, starting from the player and going towards the player’s mouse. Character What I want to achieve is pretty simple. If you can help me fix this, please do. hit x and y, and just put the z to 0. CFrame = camcframe --from workspace. Home ; Developer Forum | Roblox Mouse Raycast messing up. I also tried changing the direction parameter from MousePos1 to (RightHand1. Designed for compatibility across all platforms, Mousecast Plus makes implementing advanced mouse I have a raycast, and if it returns no instance, then the result is going to be the users mouse. The position vector when the raycast doesn’t hit a part is equal to origin + direction. However, there is a problem. Position part is what im refering to if raycast ~= nil What do you want to achieve? The part should be selected/clicked properly What is the issue? Parts are hard to select, some refuse to select at all. If you haven’t worked with guns before you have to use the Camera:ScreenPointToRay() function and insert the mouse position as the arguments and then use the output ray to raycast. Just to confirm this, yeah there’s a maximum length for every raycast: The mouse’s internal ray extends for 1000 studs. You can calculate the direction using Mouse. Character. AreasAvailable:FindFirstChild(tostring(Player. Hit versus camera. Include -- Ray will only detect if it hits the baseplate local ray = I want the raycast to ignore the player The raycast hits the local player despite the character being in the ignore list. This causes the weird offset because mouse. TargetFilter = game:GetService("Workspace"):WaitForChild("RinkTemplate") local hit = mouse. Exactly as the title says. I can’t just use Mouse. Not good gameplay experience. KCGoblobin (TheCrimsonKing) July 28, 2022, 8:53pm #1. local Character = script. p. RightHand. An accurate raycast from origin (character head) to mouse hit position. It only fires in one direction rather than from where the player’s head is pointing. It’s not printing the instance it hits; It shows the same message just with Instance in this case (attempt to index nil with ‘Instance’). For example, I want the ray’s z axis (or what its called) to always be the player’s hat’s handle position, and I only want the ray’s y and x axis to change. This is a local script. new("Part", I’ve been using camera:ScreenPointToRay() and raycast to get the mouse position within the set range, but it doesn’t give the expected results. What do you want to achieve? Raycast that checks for another humanoid (especially npc) What is the issue? It keeps returning the tool itself or the player’s accessories. RaycastFilterType. This is the line that calculates the mouse pos. CFrame. Here is a function that will give you a ray. ; Now in your RaycastParams, set the CollisionGroup property of it to "Raycast": raycastParams. p) Hello developers, I would like to know what is causing my raycast to break. On mobile you can click anywhere on the screen while on a computer (Your mouse is locked) you can only press the middle. The ray will collide with whatever the player is aiming at I am trying to make a gun system in which once a player is shot, they will die. On several occasions, I’ve spent hours trying to figure out raycasts, all to no avail. game. Hit and that doesn’t include the instance. Anyways, I was working on a system to check The terrain on which the player chose for the landing system I have a raycast, and if it returns no instance, then the result is going to be the users mouse. Help would be appreciated. Position local posiin = Pos. When my mouse hovers over a part (using cast. LookVector * range, params) Raycasts are an engineering disaster. Here’s the code that I’m using: function CanvasModule:CreatePixel() local MousePos = UserInputService:GetMouseLocation() -- Mouse 2d space local DrawUnitRay = self. Hello Guys! Hope your day is going well, but sadly mine has not because of raycasting. new("Part") This method creates a unit Ray from a 2D position on the screen (defined in pixels), accounting for the GUI inset. The localscript works fine and it’s prints out the correct vector3 position. Use workspace:Raycast (which you use in raycast already) instead of FindPartOnRay so you can ignore both. Target encounters an accessory it freaks out or should i say doesn’t freak out because it doesn’t do ANYTHING. I’m trying to make a system which adds a highlight part to a part that it is in a Hi there Recently I have been wanting to make a game like doors and I am far into development but I am in a holdup with Eyes, He requires ray-cast to see whether or not the player has view of him, But the way my map is s Most likely its the mouse. cu Basically at long ranges the raycast doesn’t work at all, sometimes it doesn’t even work at close range Everything on the character IS ignored by the raycast as well so it can’t be colliding with it. You will always have to shoot in front of the person. So mouse. Also sometimes I may have my mouse dead centered on a part and it still won’t UPDATE: Turns out, UserInputService isn’t always better to use than the object it superseded, MouseObject! When using UserInputService, you detect when the input begins (InputBegan) then check what type of input it is (UserInputType). The Position property of the UserInputType MouseButton1 wasn’t the right one to use in this case. p,mouse. This can be found by raycasting from the player's 2D mouse location on the screen directly forwards from the camera into the game world. new(player. Roblox Mouse Raycast messing up. I want it to work on my mobile by pressing a button on the screen to fire your grapple gun and retract it by pressing the button 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. But as you can see, the mouse. ShootPoint. Unit * 1000 that’s the only 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. hit, Mouse. Please help! Thanks! 1 - FilterType will only decide should the raycast ignores or includes the object that was hit and it not gonna filtering anything out when you set it to an object. I’m also unable to use the character’s root part because I want it How would I raycast from the center of the screen (camera) towards the player so I can make everything on its way transparent 2 Likes How do I make something where if your camera looks at an object, a line of code runs? Option 2: Is to use gui buttons and kind of and try to map where the user can click and stuff. There are a variety of ways roblox allows us to do this, but all of them seem to involve some deprecated system. And sometimes it doesnt work at all on some walls. LookVector for raycast 📼Source Code | 🌊Playground Mousecast Plus is a versatile module that simplifies 3D mouse detection with raycasting. Since the bullet only lands in the center of your screen, you can use the camera’s lookvector as the direction. Once cast, you can detect if the ray hits a BasePart or Terrain cell. I want to make a raycast go to the mouse, but I want it to go past it, and I can’t figure out how to do that from a top-down perspective. LookVector. Raycasting creates an invisible ray from a start position towards a given direction with a defined length. CollisionGroup = "Raycast"; Now, when you workspace:Raycast When you defined Direction, you used mouse. Help and Feedback. After trying with the mouse’s LookVector, it somewhat works but it goes in weird directions. Position * 15) --this mouse. p local direction = (destination - origin). In this video I will show you how to raycast from the mouse!#robloxscripting #robloxstudio #robloxdev #robloxtutorial #robloxtutorials #raycasting #mouserayc It continually raycasts the screen mouse position into the 3D world using the TargetFilter property, storing the results of the raycast in the Hit, Target, and TargetSurface properties. I am projecting a raycast from RightHand to CFrame. Target? Since you can get materials, instances, colours, from both of them. Given Mouse. Include Params. Parent local hum = char:WaitForChild("Humanoid") local humRP = char:WaitForChild("HumanoidRootPart") local RS = game:GetService("ReplicatedStorage") You can write your topic however you want, but you need to answer these questions: I am new to Mouse. Position). My issue is when to start raycasting and when to stop. Character } -- shoot raycast local mouseRay = When I use mouse. p, mouse. UnitRay -- Ray fired from cam to mouse local raycastparams = RaycastParams. TargetSurface but into my script. The function util. Here is the script from the Client: --//Services and Player local RS = game:GetService("ReplicatedStorage") local PS = game:GetService("Players") local UIS = game:GetService("UserInputService") local I’m trying to make a top-down shooter and working on the framework for the weapon system, but I ran into a problem I forgot how to fix and can’t find on DevForum. LocalPlayer local mouse = player:GetMouse() local runService = Hi developers, I am making a building game that has a placement system where you can place things on walls. I am trying to do a raycast from a wand to target mouse position but it somehow returns nil instead of raycast result. LocalPlayer local mouse = player:GetMouse() local Developer Forum | Roblox How to cast ray using mouse. Home ; Hello devs, I have always wondered what is the difference between MouseRaycast and Mouse. I would do this with the mouse (which I actually have right Hello everyone. - Mouse | Roblox Creator Documentation and somewhat related I don’t see a raycast on the server side. Position,(Mouse. local ray = workspace:Raycast(Vector3. p, (mouse. new(0, 0, 1000)), RayParams) Heres what I have rn. If the mouse is not pointing at an object in 3D space (for example when pointing at the sky), this property will be 1000 studs away from the Workspace. Character} Params. What I do in my game is I use Mouse. hit and other mouse functions, but to no avail. Anyways, I was working on a system to check The terrain on which the player chose for the landing system of my game. Hit I’m currently trying to make bullet penetration using raycasting but I’m stuck on this problem for while now. Point. IgnoreWater = true Developer Forum | Roblox How to cast ray using mouse. The new Raycast API lets you customize which collision group the ray will pass through. Theyre all the same walls, in the same collision group. What solutions have you tried so far? I have looked almost everywhere for solutions and tried them all, but none of them worked -- raycasting things local mouse = player:GetMouse() local Hello, I already setup a raycast from a point to the center of the camera, but my only problem is that its not on point. I’ve search for ATLEAST 5-6 hours on raycasting and Mouse. local posiin = (Mouse. Local script: local ray = Ray. local UnitRay = Ray. I have read some contradicting information regarding this topic, so I reckoned my best shot would be to ask here. Parent local hum = Just to confirm this, yeah there’s a maximum length for every raycast: The mouse’s internal ray extends for 1000 studs. I know that when raycasting, the first argument is the origin (so the part’s position) and the second argument is the direction it shoots in? So how exactly would I get this to shoot a line directly from one part to another part? Is there some I am trying to fire a raycast from the player’s head. Position when the shoot remote event is fired What I need to achieve So I have looked at other posts about raycast Im raycasting from the characters HumanoidRootPart, adding the height of the head, and towards the mouse hit position. X, mouse_location. This is a server I’m trying to make a top-down shooter and working on the framework for the weapon system, but I ran into a problem I forgot how to fix and can’t find on DevForum. local Params = RaycastParams. The issue is whenever the raycast / mouse. This is what it want it to be like. I have tried using Mouse. I’m also unable to use the character’s root part because I want it So as you know in order to convert the mouse’s coordinates from screenspace to worldspace you must raycast towards the mouse position. Hit Deprecated? Help and Feedback. UnitRay – Mouse class deprecated, Ray object ViewportPointToRay I am trying to do a raycast from a wand to target mouse position but it somehow returns nil instead of raycast result. - Mouse | Roblox Creator Documentation and somewhat related I want to cast a ray inside of a ViewportFrame towards the mouse’s position but it doesn’t seem to be as simple as it sounds. i wish i recorded it second off, the raycast constantly detects where the mouse or part is, so the beams stack on eachother before local mouseray = mouse. Position. the casts get shot in rings around each projectile so the hits get registered from the edges and not the center. Workspace:Raycast(tool. I even asked Hello fellow developers Ive encountered a problem with my gun system basically the raycast isnt accurate when aimed close/beside a wall it shoots on the wall even tho im aiming on a clear zone, now my explanation is quite confusing so I prepared a demo video showing what my problem is here’s the code being used – -- mouse pos here is just the mouse. This is the code I wrote. Here’s the “Martian Map”. Exclude RP. p required). Here is my current script: <details><summary>Local script</summary>local Tool = script. Move:Connect(function() local raycast = workspace:Raycast(mouse. I will Here is my scenario. Position local direction = mouse. Value)). Position, player:GetMouse(). Lasers are fired by floating orbs, and raycasting determines whether a laser hits I’m trying to replace the code below: local player = game:GetService("Players"). Hello!! I have a question about raycast, namely: how to make raycast move to the mouse position, but on the Y axis, and X, Y depend on the position of the raycast starting point. Position local destination = mouse. When I shoot target that is in limit range it works. cu local origin = gun. FilterDescendantsInstances = I have a script that uses a defunct FindPartOnRay, and to keep away from old code, I want to change it to Raycast. new() Just to confirm this, yeah there’s a maximum length for every raycast: The mouse’s internal ray extends for 1000 studs. origin. X, mousePosition. I want a code which does exactly that but like if the mouse was I’ve been trying to make a raycast fire in the mouse’s 2d position, but I can’t figure out how and where to start. Essentially I want to make a responsive but also (as much as possible) exploiter proof. Position, camera. p Is wrong when shift lock - #3 by TOP_Crundee123. deIuxor (deIuxor) October 2 , 2024 Those coordinates can construct a I don’t see a raycast on the server side. local raycaster = Instance. p Is wrong when shift lock - #3 by TOP_Crundee123 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. Anyways, I was working on a system to check The terrain on which the player chose for the landing system You’re not returning a position vector when you don’t hit anything - which happens when you’re shooting into the sky. new() ray_params. My code: local plr = game. Parent local hum = char:WaitForChild("Humanoid") local humRP = For the raycast position I recommend doing something like. Option3: (My favorite) is to theoretically create custom raycasts (sort of)!, ideally you would first convert the mouse position to world position (Not Screen/Viewport to world point that uses unit raycasts which if i recall correctly they also don’t work for vpf) Then you would need When my mouse hovers over a part (using cast. The character is ignored until it dies. I saw a lot of people use MouseRaycast and Mouse. At an angle, the ray doesn’t hit the part my mouse is actually on. Sometimes it works on the ground, sometimes it goes through the Being able to set Mouse. Position - plr. It provides seamless functionality through onHoverEnter, onHoverLeave, and onClick events, enabling intuitive interactions with 3D objects. Can you help me? I need it for an FPS game. . Sometimes I have to “raise” the mouse pointer for it to hit what I want, and I just want to increase the accuracy, my code: if CooldownTP then return end local Block = Instance. p - tool. ". Include The second parameter of raycast is not the target, but the direction of the ray. CurrentCamera. Script with casting ray and CFraming the bullet trail via PartCache module: local AmmoFolder = workspace:WaitForChild("AmmoFolder") local BulletTemplate = Instance. LookVector, I’m Having Trouble with my ability, which is a sukuna style cut ability that when you click on someone it deals 5 damage and plays a sound. Multiply the direction vector by whatever range you want because it’s a unit vector. Exclude local raycast = workspace:Raycast(Tool. Hello so my issue is really simple. Direction*1000) Now we got a I’m trying to make a system where if I press q or e, if my mouse is hovering over a part, it will set my mouse’s position to that part at the location of my mouse. local SELECTION_DISTANCE = 10 local function getMouseRay(): Ray local mousePosition = UserInputService:GetMouseLocation() local unitRay = Camera:ScreenPointToRay(mousePosition. Thank you. FINAL EDIT I have solved this issue already, but I am still open to better ideas as mine was NOT the most practical. CanvasCamera:ViewportPointToRay(MousePos. also anyone know how to disable right click camera thing? 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. LocalPlayer local char = script. Origin * CFrame. p). scripting, raycasting. The localscript remotely sends the position to the server script. Y) return 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 local unscaled_ray = camera:ViewportPointToRay(mouse_location. Position, Hi, I’m trying to use raycast to basically detect whether the player’s mouse hits the delete button which is a surfacegui on the object. How do I make it work? local Params = RaycastParams. UnitRay to get the origin and direction of the mouse ray. 5uphi (5uphi) July 28, 2022, 9:01pm #4. Y - 36) -- UnitRay local . p for the end position of the CFrame instead of the position from the raycast. Barrel1. Hit with a similar code but with a twist. How do I raycast the middle of the camera? I have a game that is in first personn and I want prompts to show up based on which prompt is closer to the very center of the camera. Replicating it to the server obviously doesn’t matter – what those responses have been referring to is telling other local scripts the new target filter. Hello, Fellow Devs! My Discord is on lock rn so I can’t really ask any discord servers until further notice from discord. I’ve tried to replace the old raycast with a custom one but for whatever reason it just stays where it started initially upon joining. Option3: (My favorite) is to theoretically create custom raycasts (sort of)!, ideally you would first convert the mouse position to world position (Not Screen/Viewport to world point that uses unit raycasts which if i recall correctly they also don’t work for vpf) Then you would need Developer Forum | Roblox Raycast Problems. unit*300) local hit, position, normal = Since Roblox recommends not to use the Mouse object, I thought it would be a good idea to create a simple module which simulates the Mouse object. - Mouse | Roblox Creator Documentation and somewhat related Third Person Simple Sun System What is being done on the server: -Raycasting -Making the actual beam shoot from the gun to the raycastResult What is being done on the client: -Fires the shoot remote event inside the tool -Sends the mouse. I’ve tried messing with the mouse. new(gun. You can’t do I am running up to maybe 500+ ~0. local ray = workspace:Raycast(camera. So First thing first is to find the world position of our mouse. local result = workspace:Raycast(unscaled_ray. https://gyazo. function placer1:start() local ray_params = RaycastParams. LocalPlayer local mouse = player:GetMouse() mouse. hit. Please help! Thanks! Also, instead of doing workspace:Raycast(args) you will be doing ViewportFrame. new(100,0,0)) -- I believe its this part local part = Original question posted on the Roblox Developer Forum Create a Raycast with Mouse Origin. my machine is not very fast, so I don’t actually know if my game is just heavily unoptimized or if I need to do something about it. Here is the ray and part code. FilterDescendantsInstances = { selectedProp, player. Hit – Mouse class deprecated Mouse. The raycast is perfectly accurate when using the gun in first person (aiming down sights), but is not accurate when firing the gun in third person. Also, if you want to cast the ray from the players head or hand or idk where, use this. It was better to use the I’m trying to make a projectile using RayCast however when I try to spawn a part on my mouse just to check if the Ray is working properly, it spawns in a somewhat random spot as you can see in this video, video My Code: local plr = game. local userInputService = game:GetService("UserInputService") local player = game. I’m trying to find the length between the two intersection The redline is just highlighting where the raycast is inside the part (the length between the intersection) Option 2: Is to use gui buttons and kind of and try to map where the user can click and stuff. What solutions have you tried so far? I have looked almost everywhere for solutions and tried them all, but none of them worked -- raycasting things local mouse = player:GetMouse() local It’s been going great but the raycast is extremly off with the mouse. Baseplate} raycastparams. new() Params. g. Head. I Original question posted on the Roblox Developer Forum Create a Raycast with Mouse Origin. I want to use Mouse. Target on mobile is not good. Target but can’t find any resources that work. Roblox raycasting is a technique used within the Roblox game development environment to detect intersections between lines (rays) and objects within the game space. Hit so I might have done something wrong, feel free to correct me! What do you want to achieve? Keep it simple and clear! I want to create a placement system (placing towers) What is the issue? Include screenshots / videos if possible! The mouse. i am using part of a method that is kind of described in a couple places but one that i originally Yes. I don’t even use What do you want to achieve? Keep it simple and clear! I want the bullet to go where i click my mouse What is the issue? Include screenshots / videos if possible! for some reason it goes in the wrong direction What solutions have you tried so far? Did you look for solutions on the Developer Hub? i tried making the raycast starts from the player character but I am making a prop placer, the issue is that I can’t figure out a way to make the rotation work when when it’s adjusting to the raycast normal when it’s on a wall. Origin, ray. Emphasis on the efficient part, but it has to run every frame. At an angle, the ray doesn’t hit the part my mouse is actually Developer Forum | Roblox Is Mouse. image 1156×81 24 KB. To fix this, do the raycast yourself using your own ignore list. new(mouse. Should I constantly raycast and move objects to the calculated location when I need to, or should I only raycast when I am moving the object, or is there some In the code below, I create a block to be the origin of the raycast and I subtract the mouse position by the origin, the script works perfectly, but I wanted it to be more accurate. The raycast goes below the center of the screen just by a bit. Sure i could use raycasting but i have tried it but the DevHub’s Article on Raycasting has nothing to do with mouse so I just used local raycastParams = RaycastParams. The problem is that the distance beetween the firepos and mouse. Hit. Scripting Support. I literally cannot come up with a simple solution. I am working on a placement module for a game. The only problem is the raycast is going the opposite direction from the mouse position. Direction. new("Part", For some reason, the ray is not being registered yet at --Calc block position. So, how to get mouse position in a Viewport for direction of ray? How can I convert the mouse’s position on the screen to the world? I’m trying to make a “better” ball and axe game, but I don’t know how they got the position thing. Designed for compatibility across all platforms, Mousecast Plus makes implementing advanced mouse Im trying to make a raycast from a part at the cameras position to the mouse position, It does not work and I cant figure out why. RemoteEvents. SendMouse I have seen some people releasing their projects so i wanted to try it out let me know if it is useful or if you would use it what is it exactly? its basically just a script that will show the cost and name of an instance in a billboard gui when you hover over it for example Is it useful Would you use it? Have any suggestions or fixes for performance TUTORIAL Here is how i Its because your ray isn’t translated to the screen point correctly. this is what roblox says. 2 - FilterDescendantsInstances is built to store a list of objects that the raycast should ignore or include those objects when the ray hits. Before a laser can be shot, you must first know where the player is aiming. also anyone know how to disable right click camera thing? Hello, Fellow Devs! My Discord is on lock rn so I can’t really ask any discord servers until further notice from discord. com Hello! I’ve been working on this door and can’t find anything that works for what I need. Help please I am trying to create Tank that will shoot straight not to mouse position, how I can raycast from tank output part to the straight point, that’s gun pointing at? My question may be confusing, but basically i want to make shooting tank, using raycast without using mouse, just to shoot straight Any ideas? Here is my example how I want to shoot straight (with 200 Hello, So the ray cast is still returning nil and doesn’t work via the if statement. lookVector, see below local origin = player. Dvyz (dizzy) July 30, 2021, 9:34am #1. no but its not I have a aiming system that follows your mouse. Feel free to make changes wherever you like and let me know if you run into any issues or if you would like to add new functionality to this module. local castray = game. I’m not talking about Mouse. 5uphi (5uphi) no but its not recommended for new works. position I’m creating a hitbox for my projectile however I need to RayCast every frame and I’m not sure how I would do so. LookVector * 999, I want to cast a ray inside of a ViewportFrame towards the mouse’s position but it doesn’t seem to be as simple as it sounds. By the way, the ray casts perfectly well when my camera is close to the character or in first person. raycast casts a ray from the mouse with rayparams as an input. Hit raycast being interfered by the bullet hole. They’re broken and make absolutely no sense. 😭 I want to make a raycast ability which gets fired from a keybind (I used F). local ray = Mouse. This is to check if there is something interrupting the view of two parts. FirePos. X, Hello, So i was making a script that would allow me to shoot at people after I press F. new(Character. Developer Forum | Roblox mouse. I tried fixing origin and direction -which had no problems whatsoever-and it didnt work. Position I’m trying to make a custom weapon. Position mouse. Do I have to do this? Can I just leave it the same? If I do have to do this? can you help? local tst I’m trying to get familiar with raycasts and projectiles and during my testing I found that my raycast would sometimes result in nil even if I would be hovering over an instance as you can see here I’m not sure if this is something on my end or if its something I can fix, but here’s my code local plr = game. Firepart. I’m trying to get familiar with raycasts and projectiles and during my testing I found that my raycast would sometimes result in nil even if I would be hovering over an instance as you can see here I’m not sure if this is something on my end or if its something I can fix, but here’s my code local plr = game. LookVector, KillModuleEnabled. This is a simple example of how you can create a simple scene and create a raycast to pass through a What do you want to achieve? Keep it simple and clear! I want my raycasts to stop when they hit a Part, either that being a character’s parts or the world’s parts. Origin. Position to your gun handle or a different part on the gun that is close to the barrel As shown in the video, my Raycasting script works fine at distances but goes wonky when close to an object. first off, it does the normal raycast hitbox. local origin = localPlr. Unit * 100 local raycastResult = workspace:Raycast(origin, direction) 2 Likes OhMyCrazyScript (OhMyCrazyScript) December 6, 2023, 1:52pm Hello! I’m trying to make a gun that has a delayed shot. The problem is, when accessories are equipped, they act as a shield, and I do not want this to occur. local UserInputService = game:GetService("UserInputService") local camera = I’m making a gun system that use a button to fire a gun I created a cursor to raycast the position what I want to achieve is to get the crosshair position from the ScreenGui by using :Raycast() and not mouse position because most mobile users using their thumbstick while using a gun the touch position would get messed up This is the script that I use from an old Im trying to make a raycast from a part at the cameras position to the mouse position, It does not work and I cant figure out why. new("Part") raycaster. When it shoots, localscript finds the position of the mouse using uis:GetMouseLocation() and ScreenPointToRay(). ShootFromPlayerEvent:FireServer(Mouse. MouseRaycast is a function. It’s been going great but the raycast is extremly off with the mouse. However, this is Use mouse. new() raycastparams. Parent local hum = The issue with running all the ballistics and raycasting on the server is that there will always be latency going from the client to the server, so the raycast will never hit true to where the mouse was when you shot on the client. Recently, I refactored it to use the new raycasting. ReplicatedStorage. I used mouse. The server then uses the position it receives to make another ray Marking this as solved. 4 length raycasts a frame to simulate projectiles and my fps drops pretty quickly. Get the mouse position using UserInputService, make a raycast using the camera from the mouse position and check if it hits or not. when I shot there was no target. I would like to get help on how to handle a raycast that originates from your player’s head and moves straight until it hits something or times out (no mouse. PlayerSpaces. new() local FilterDescendantsInstances = { HitBox } RP. Please help. You can cast a ray with the WorldRoot:Raycast() method (workspace:Raycast()) from a Vector3 origin in a Vector3 direction. Unit * 500 -- this is to make it extend a certain Hello. Origin, unscaled_ray. I want the raycast to ignore the player The raycast hits the local player despite the character being in the ignore list. Objects:GetChildren()} In the code below, I create a block to be the origin of the raycast and I subtract the mouse position by the origin, the script works perfectly, but I wanted it to be more accurate. p,Vector3. local function onRenderStepped() -- configure raycast params raycastParameters. 📼Source Code | 🌊Playground Mousecast Plus is a versatile module that simplifies 3D mouse detection with raycasting. I don’t even use raycastParameters. LookVector, mouse. chest. Unit * 100 local raycastResult = workspace:Raycast(origin, direction) 2 Likes OhMyCrazyScript (OhMyCrazyScript) December 6, 2023, 1:52pm I’m trying to get all 3D Objects intersecting with a GuiObject (in this instance a mobile cursor) however it is returning nil. Value) This is the line of the script that does the ray cast. e. Mouse. Hit local To get x and y values for the function, use the function UserInputService:GetMouseLocation() for a Vector2 of the mouse position. Blacklist castParams. How can I convert the mouse’s position on the screen to the world? I’m trying to make a “better” ball and axe game, but I don’t know how they got the position thing. Parent local HitBox = Instance. Position part is what im refering to if raycast ~= nil For my game, I use a custom mouse handler that uses raycasting to simulate the normal Roblox mouse object, with some enhancements. Position - MousePos1). position is bigger than the max part size (2048) so The code below is from part of a ServerScript that is being fired when a RemoteEvent is triggered. What is the issue? Include screenshots / videos if possible! They when I shoot in air it offset from mouse. if you want to know how to get the hit position without mouse i show how to do it here: 3 Likes. The Ray originates from the Vector3 equivalent of the 2D position in the world at the given depth (in studs) away from the Camera. These can How To Raycast Using Your Mouse In Roblox Studio- Learn how and where to use local scripts- Make use of the UserInputService and RunService- Use the clients In this tutorial, you'll learn how to cast a laser from the blaster in Creating Player Tools and detect whether or not it hits a player. p isn’t the same as the returned position from the raycast and you used position to get the distance instead of mouse. _Raycast = function(_range : number, _params) _range = _range or 10000 local _cursor = so i recreated the last prism from terraria, but the projectile it makes kind of sucks. TargetFilter to an array of objects rather than a single object has been requested on the developer forums before, but every time the response is “Can’t replicate a table as a property”. I am currently working on a weapon system and in that occasion, I am obviously using raycasts. TargetSurface because my Your getMousePos function ignores the character in the raycast, but not the bullet folder. UnitRay in order to raycast. Ultimately, you need to do a raycast on the server, where the client sends the server the laser tool’s position as well as the mouse hit position, and the server creates its own ray and performs its own :FindPartOnRay from that ray. As you can see the map has some black/brownish spots (Mountainous), The one without (Plains), Raycast from A towards B colliding with a wall Find the mouse location. Here’s what I have now: That seems to go well but then the raycast most of the time is nil and only sometimes hitting for some reason? I made parts spawn on the mouse position whenever the tool activates so I’m not sure why the raycast is still nil if the mouse is hitting something? Local script Hello, I really don’t understand, how to raycast to mouse position via WorldModel in viewportFrame. Now we want to extend this ray to 1000 studs because that is what was the length iirc. My system uses raycasting like this local hit,pos,normal = workspace:FindPartOnRayWithWhitelist(Ray,Whitelist) How would I be able to replicate the roblox Mouse. Target. Players. A separate collision group for your raycasts, call it "Raycast" Set it so that it hits everything. When the user presses a button, then it waits a bit while playing a sound, then it shoots where the mouse currently is I have been trying to make this for a while but I have no idea on how do delay the raycast. For some reason, the raycast works on some walls, sometimes. Origin because: Mouse. UnitRay local origin, direction = ray. FilterDescendantsInstances = {layer. As this method acknowledges the GUI inset, the offset applied to GUI elements (such as from the top bar) is accounted for. Hey! I’ve been using camera:ScreenPointToRay() and raycast to get the mouse position within the set range, but it doesn’t give the expected results. Direction, and Mouse. Then I would measure the distance from the position of the mouse I am creating a building game and I need to add a selection box to an object that you are about to delete, the problem is I’m using mouse. The ray is set to nil until a few milliseconds later. Local Script: local tool = script. Position local direction= What do you want to achieve? Keep it simple and clear! I want the bullet to go where i click my mouse What is the issue? Include screenshots / videos if possible! for some reason it goes in the wrong direction What solutions have you tried so far? Did you look for solutions on the Developer Hub? i tried making the raycast starts from the player character but local origin = gun. new(tool. UnitRay:. I haven’t struggled this much with anything else. hit, it still returns a position. itsgarib2 (itsgarib2) June 4, 2024, 7:33pm #1. p Is wrong when shift lock - #3 by TOP_Crundee123 Hello! I want to make a grapple gun system but I have a problem with MOBILE. Handle. Generated_Scrxpt (Generated_Script) April 10, 2023, 2:18am #1. To create this I used UserInputService and the Camera object. With camera it is missing some of the edges. When placing objects, the module uses Raycast to find the mouse location. new("Part") local RP = RaycastParams. Parent local Hello. i have tried multiple ways of checking if its an accessory and finding Hello! I’ve been working on this door and can’t find anything that works for what I need. WorldModel:Raycast(args) instead. Parent function fireRay() local IgnoreCharacter = Character while wait(2) do local Ray = Ray. Ignores, camera} castParams. hit is faulty. I’m basically trying to make something like this: This is my go at it: There’s already a ton of issues 1 - FilterType will only decide should the raycast ignores or includes the object that was hit and it not gonna filtering anything out when you set it to an object. Origin), Vector3. X, MousePos. Worked around 10 hours total (3 days time) trying to code the single part. This is not what happens and sometimes my mouse may go somewhere completely different. The only issue is I can’t figure out another efficient way of blacklisting transparent parts. The ray cast is EXTREMELY inaccurate and ends up completely missing the target and either going way above or below the target position. Worked around 10 hours Hello, Fellow Devs! My Discord is on lock rn so I can’t really ask any discord servers until further notice from discord. Position area If you need anymore info simply comment what you need 🙂 local event = game. Y - 36) Great! Now we have a Ray object. FilterType = Enum. 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. What solutions have you tried so far? I’ve tried adding an offset and have looked on the dev forum but have not found anything which is useful. Unit * 1000 and change the Gun. Position - Gun. _G. I have been trying to find a way to solve this though I do not know how. lnizt rwc ltns rgxwi pge fdshf uxhn zpfkladm uve nbfe
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