I have never seen this done before. I am making a Dragon Ball Z game, and i made this whole cool working kamehameha think im focusing on and i want it to be able to make holes in people like this video says right here >https://youtu.be/Muuwpkrb6zs?t=168 (i know thats not a kamehameha so maybe ill add a special beam cannon attack in my game) So i tried negating a cilinder and unioning it with upper torso and head, but nothing works unless its a normal part. So maybe a transparent decal!?!?!?? please help :< there HAS to be a way.

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It wont work with unions, since the torso and stuff use special meshes. You cant union a mesh with a negative part. You could do something like switching the model out with one that already has a hole in it. That way it only appears a hole was put in it, but in reality you just switched the model out.

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^Assuming its r15, im not sure if r6 uses special meshes for the torso and arms (but for the head, yeah)

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but i must have r15 for the animations

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i swear one day r27 will be created inclusing actual eyes, pupils, nose, not mouth (bad idea), toes, fingers, XD thats like at least r 40 because 20 toes and 20 fingers, so nvm

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anyways, how would i do that anyway, i dont think there is a way to union parts using scripts

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In-game Unioning exists, its not very reliable though. My initial idea would be for you to create a separate model with the actual hole in place, and then replace the player who got hit's torso with that model. Its essentially doing the same thing, but youre kinda tricking the players into thinking that hole was put there by the attack.

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might work

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cant