Collision Summaries API: Detailed Collision Data From The Engine
Summary
Roblox has introduced the Collision Summaries API, providing developers with precise physics data such as contact points, normals, and relative velocities. This new feature offers a more detailed alternative to the traditional Touched event for complex physics interactions.
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mobsterlobster: (but not where, in what direction, or with how much impact energy) is this what I think this could be, this is actually something I mentioned in a Feature Request! Thanks! This sounds amazing and yep. Now, can this be used also for like “a new Touched”
This is massive, I can already think of 100 use cases! Big thanks to the physics team, hoping to see more like this in the future.
OMG OMG OMG! i screamed accidentally of happiness TwT this was the missing feature i’ve been waiting for so long! cuz now it can help to do more interesting stuff with physics and simulations!
Wow this is surprising. I had not wanted this feature ever because I actually never thought about a feature like this, but we know almost everyone needed this. Update approved by Real Developers Nation “Real Developers Build” “Real Developers Optimise” “Real Developers are Happy”:
so this is pretty much touch events, except it doesnt suck very awesome mobsterlobster: Parts with CanCollide = false will not produce collision summaries. does this mean you cant bind it to a part that has collision off? or a part with no collision wont return collision data? If we can bind to a pa
You can unbind it even when sleeping. This API is for the event of collision, so sleeping parts will go to sleep and no longer give you callbacks until they wake again. Your use case for custom shape controllers (collisions off on the part) we thought about, and I decided we can do a proper query AP
is this in beta? i dont see it in beta options and it errors in studio trying to use it BasePart:BindToCollisionSummaries() is not enabled its working now
I understand that this is for Base/Parts in cars and other stuff.. .. but can this be used on Avatars (player or NPC’s) as well ? I would like to have players/NPC’s vary their collusions - depending where contact is made. I am hoping this can help - rather than having to do collusions - all alone in
I would have really liked this when I developed Gravity Shift 10 years ago.
Is there a chance the spatial query APIs such as GetPartsInPart or GetPartsInBoundsBox will return this extra collision information in the future?
Yes, there is a chance for a proper query API in the future. Probably not not in those two functions you listed, but perhaps in some new APIs. It’s not decided yet, but definitely something that might come along later.
Amazing update! Now we don’t have to calculate this with hacky methods anymore!
Question? Would this be more performant than a .Touched event? Or is this equivalant to a .Touched event, except with a larger amount of information?
Yeah I’d really recommend to use this instead of a touch event. It doesn’t incur any network traffic, and generally is much faster. Of course it does mean you will want to use some events in your gameplay logic, since this new API is local simulation only. You may also have an easier time using clie
.Touched revamp, les go thanks ishowphysicsteam
Oh that is actually very nice. Appreciate the addition! Always great to see the engine optimization for client related behaviors
can we have an option for ApplyImpulse where it can ignore friction? the use case for me with this one is to apply knockback consistently regardless if on contact with ground or air. i really dont like how targets get knocked back normally on ground, but get sent flying to the other side of the milk
Love this, getting much more accurate collision data makes my system for thrown objects breaking look quite a bit nicer. Previously would have some issues where it looks like it breaks in the wrong spot, or felt more delayed. This feels snappy and accurate.
Here are the things I’m curious about: How does this work under the server-authority model? What happens if a client subscribes to a server-owned physics part? Even if an instance is predicted by the client, if it’s server-owned, does the client get no immediate response and no resimulation? Even fo
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