I've been editing my current blood script to be like for example. blood flow, phantom forces, etc. And i've been running into the problem that i cant change the physics. for example. detects a vertical wall when splattering. real splatter physics, physical part physics no decals, and that kind of stuff i've been getting alot of trouble trying to recreate those game's blood physics. since it has blood splatters. could somebody help me out?
Phantom Forces uses raycasting to position and rotate their blood splatters. FindPartOnRay's third returned value is the surface normal of the raycast intersection. This is a unit vector denoting the direction the surface is facing out towards. Here's an example of the surface normal in action
InfinityDesign how do you actually implement that into a blood script?