What is the most performance efficient way to make a bullet in a gun? With the context of performance being server stability and "No Lag", what's the best way to set up a gun to fire bullets in a Filtering Enabled environment? Something that can handle bullet drop off, bullet time, penetration, and perhaps particle effects on impact?
Would a normal part with collision turned off and velocity spiked way up in one direction handle this?
Is Raycasting the best way to go about it?
Are there other ways to do it?

3 comments
I can't really help you much here, but I'd rather use a normal part with collision turned off, but if you're trying to cframe the part through a wall, the Touched event of an instance, which is a way of detecting parts touching each other, will not detect it
Thanks for that heads up.
Just use BodyVelocity rather than CFraming it.