Roblox physics and spatial queries Spatial queries (use these, not Touched, for gameplay decisions) - Reuse params objects; update (or ) instead of allocating per call. - to ignore non-collidable parts; to query as a group. - does exact geometry overlap (costlier); use bounding boxes. - Deprecated: , , → use the APIs above. - Client queries only see streamed-in parts; authoritative checks run on the server. Touched: know its limits fires from the physics engine, only for parts that physically contact, is fired by whoever simulates the part (clients can spoof or suppress it for parts they own)…