![]() I made a different solution, since I was using the forceloading so I could properly do raycasts to detect what the height in that location was, I simply changed the Height function to be able to return the height which means I can simply compare it to the desired height and get the result, eliminating raycasting altogether, which personally I think is a good thing. (or the formula that would be used to calculate which chunk a certain position would be in) ![]() I can in fact call it to load a chunk and also I have a locking method so it doesn’t automatically unload, but it seems a bit buggy, since from what I saw in the module I just have to send the position, and then it figures out what chunk it’s in, but it’s never the correct chunk that gets loaded, it’s always like 1k - 10k studs away from where it was supposed to in the first place, I tried with both X / Z along with gridX / gridZ, and neither worked properly, and was hoping maybe you could explain the terrain chunk system? I’m messing around with the terrain, and I’ve got it working serverside, but I’m not quite sure how the whole “chunks” thing works, since I’m trying to force load specific locations(meaning the terrain is there even if a player isn’t within range) which I can do by just calling the.
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