My game is about shooting people with gravity weapons. All damaging bullets explode on Touched and deal AoE damage. Some bounce once before exploding, some slide 5 seconds then explodes.
The problem is roblox physics is bad. How can't this engine propperly tell where a part is when it touched something? Server bullets have like 7 studs distance from the touched part when .Touched was fired. I had to even make so every client shoots the same bullet to make an average of every player result, to see who is more reliable to calculate damage with, but this isnt the best workaround, i guess.

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Not only my game, I tested a lot of weapons on free models that uses only velocity to shoot and they all have inconsistent shots that even dont damage the player when clearly hits them.