✓ Accepted answer
I'm not exactly sure why the large bio was needed, ya could have just asked about raycasting without it...
But ray casting is essentially what's in the name, casting a ray. What I mean by this is that you essentially create a ray, a sort of one directional line, which extends from an origin. The ray itself is made via the following:
local ray = Ray.new(Origin,Direction)
Now you might be wondering what's the purpose of a ray in this scenario? Well, it mostly revolves around one main feature, game.Workspace:FindPartOnRay(), which returns a part, a hit position, and a surface normal. By using this, one can essentially do checks to see whether an object is obstructing the line of the ray. If for example, you cast the ray from your camera to where the mouse is clicked, you can detect if there's anything between them, making it quite useful for projectiles for example in order to ensure that the player's gun has a direct line of sight to the mouse click position. Take the following for example:
local ray = Ray.new(game.Players.LocalPlayer.Character.Head.Position, Vector3.new(0,500,0))
local Part,HitPos,SurfaceNormal = game.Workspace:FindPartOnRay(ray,game.Players.LocalPlayer.Character)
if Part then
print("The player is under an object")
end
The code block essentially casts a ray from the head 500 studs in an upwards direction, which then detects if a part exists between the head position and the endpoint. If it does, the player would essentially be under a roof of sorts, and you'd be able to detect like such.
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I think that is the best question layout I ever did.