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:
local PhysicsService = game:GetService("PhysicsService")
local PhychicAttackGroup = "PhychicAttackGroup"
PhysicsService:CreateCollisionGroup(PhychicAttackGroup)
local PhychicSphere = game.Workspace.PsychicSphere
local PhychicCube1 = game.Workspace.PhychicCube1
local PhychicCube2 = game.Workspace.PhychicCube2
PhysicsService:SetPartCollisionGroup(PhychicSphere, PhychicAttackGroup)
PhysicsService:SetPartCollisionGroup(PhychicCube1, PhychicAttackGroup)
PhysicsService:SetPartCollisionGroup(PhychicCube2, PhychicAttackGroup)
PhysicsService:CollisionGroupSetCollidable(PhychicAttackGroup, PhychicAttackGroup, false)
3 comments
Create a weld for the parts and connect it with the outer shell
^ agreed. Just weld the inside parts so when you move the outer shell the parts will stay in tact
Then that only heapen with cframed parts?