Whenever I use touched event this horrible bug ends up with my ideas, there is any way to arrange, avoid it or an alternative way without having to use touched to detect if something touched the moving block ?
The Annoying glitch : https://gyazo.com/e9fbc87ab02f9925ec43d0fbfbfb70eb
This wouldn't be the fault of the Touched event, it's because the sphere and the larger cube aren't hollow.
My prescription: Collision filtering or hollowing out le stuffies with negation unions.
Example of collision filtering:
-- Use this in a regular script; might only work in ServerScriptService thou idk local PhysicsService = game:GetService("PhysicsService") local PhychicAttackGroup = "PhychicAttackGroup" -- rename this if you need to PhysicsService:CreateCollisionGroup(PhychicAttackGroup) -- create the group for the thing local PhychicSphere = game.Workspace.PsychicSphere -- or whatever local PhychicCube1 = game.Workspace.PhychicCube1 -- or whatever local PhychicCube2 = game.Workspace.PhychicCube2 -- or whatever PhysicsService:SetPartCollisionGroup(PhychicSphere, PhychicAttackGroup) -- set the sphere's collision group PhysicsService:SetPartCollisionGroup(PhychicCube1, PhychicAttackGroup) -- set the first cube's collision group PhysicsService:SetPartCollisionGroup(PhychicCube2, PhychicAttackGroup) -- set the second cube's collision group PhysicsService:CollisionGroupSetCollidable(PhychicAttackGroup, PhychicAttackGroup, false) -- should prevent the parts from colliding with eachother, but they'll still collide with players