When I first began developing games, I used the touched:Connect method a lot. It seems to work great for detecting when a character steps on a part or in similar low velocity, small part situations. However, when used for more complicated applications, the touched:Connect method gets a little weird. For example, when placed inside a fast moving projectile, a touched:Connect function will seem to predict that the projectile will hit something and sometimes take effect BEFORE actually colliding with the object. Another example is that when a script implementing touched:Connect is placed in a massive no can collide part, it will not accurately detect moving parts inside it, sometimes losing track of models moving inside it that should be hitting it. Because of these glitches, I have moved on to more predictable methods, such as using rays for projectiles or using magnitude to detect when an object is inside a certain area, but the mystery of touched:Connect still intrigues me. At first I thought that these occurrences might only be happening to me but after looking around on scripting helpers I found other instances of projectiles programmed to Destroy() on hitting an object mysteriously vanishing in mid flight. Although the practical answer might just be to stop using touched:Connect, I wanted to get this out for discussion, so I could maybe get some answers.
COMMUNITY QUESTION
Weird physics with touched:Connect?
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Sounds like latency
Latency/Lag :P