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Contains data pertaining to an impact or raycast.


Property Name Return Type Description Tags
other CoreObject or Player Reference to a CoreObject or Player impacted. Read-Only
socketName string If the hit was on a Player, socketName tells you which spot on the body was hit. Read-Only


Function Name Return Type Description Tags
GetImpactPosition() Vector3 The world position where the impact occurred. None
GetImpactNormal() Vector3 Normal direction of the surface which was impacted. None
GetTransform() Transform Returns a Transform composed of the position of the impact in world space, the rotation of the normal, and a uniform scale of 1. None


Example using:



This example shows the power of World.Raycast() which returns data in the form of a HitResult. The physics calculation starts from the center of the camera and shoots forward. If the player is looking at something, then a reflection vector is calculated as if a shot ricocheted from the surface. Debug information is drawn about the ray, the impact point and the reflection. This script must be placed under a Client Context and works best if the scene has objects or terrain.

function Tick()
    local player = Game.GetLocalPlayer()

    local rayStart = player:GetViewWorldPosition()
    local cameraForward = player:GetViewWorldRotation() * Vector3.FORWARD
    local rayEnd = rayStart + cameraForward * 10000

    local hitResult = World.Raycast(rayStart, rayEnd, {ignorePlayers = true})

    if hitResult then
        local hitPos = hitResult:GetImpactPosition()
        local normal = hitResult:GetImpactNormal()
        local mirror = cameraForward - 2 * (cameraForward .. normal) * normal
        -- The green line is the impact normal
        CoreDebug.DrawLine(hitPos, hitPos + normal * 100, {thickness = 3, color = Color.GREEN, duration = 0.03})
        -- The blue line connects the camera to the impact point
        CoreDebug.DrawLine(rayStart, hitPos, {thickness = 2, color = Color.BLUE, duration = 0.03})
        -- The magenta line represents the reflection off the surface
        CoreDebug.DrawLine(hitPos, hitPos + mirror * 1000, {thickness = 2, color = Color.MAGENTA, duration = 0.03})

See also: Game.GetLocalPlayer | Player.GetViewWorldPosition | World.Raycast | CoreDebug.DrawLine | Rotation * Vector3 | Vector3.FORWARD | Color.GREEN

Example using:


HitResult is used by Weapons when attacks hit something. In this example, a custom template is spawned at the point of impact. The rotation of the new object is conveniently taken from the HitResult's transform data. This example assumes the script is placed as a child of a Weapon.

local impactTemplate = script:GetCustomProperty("ImpactObject")
local weapon = script.parent

function OnTargetImpacted(_, impactData)
    local hitResult = impactData:GetHitResult()
    if hitResult then
        local hitT = hitResult:GetTransform()
        World.SpawnAsset(impactTemplate, {position = hitT:GetPosition(), rotation = hitT:GetRotation()})


See also: CoreObject.GetCustomProperty | ImpactData.GetHitResult | World.SpawnAsset | Weapon.targetImpactedEvent | Transform.GetPosition | Event.Connect

Example using:



HitResult is used by Weapons to transmit data about the interaction. In this example, the other property is used in figuring out if the object hit was another player. If so, then the socketName property tells us exactly where on the player's body the hit occurred, allowing more detailed gameplay systems.

local weapon = script.parent

function OnTargetImpacted(_, impactData)
    local hitResult = impactData:GetHitResult()
    if hitResult and hitResult.other and hitResult.other:IsA("Player") then
        local playerName =
        local socketName = hitResult.socketName
        print("Player " .. playerName .. " was hit in the " .. socketName)


See also: CoreObject.parent | ImpactData.GetHitResult | other.IsA | | Weapon.targetImpactedEvent | CoreLua.print | Event.Connect

Last update: March 1, 2021