¿Can I make it so that when entering the water it does not float and fall as if there were no water?

Hello, I am creating an obby where I want to put a level so to speak under the water, so I would like to make it so that when entering the water it does not float but rather that it walks as if there were nothing, is this possible? And if it is possible, how can I do it? Thanks-

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What…? I think you’re spanish since you’re using the inverted “?”, Your post is not understandable, I would recommend trying to get on the spanish sub-forum.

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Yes, you can create a collision group that does not collide with anything, and set terrain’s collision group to it.

Go to Model > Collision Groups:

Add a new group and uncheck everything for the new group:
image

Select terrain and hit the plus icon next to the new group:

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the other options that appear to you do not appearimage

You have to click + Add Group and type the name of the group you want to add

I keep floating and I managed to get it to come out exactly as it did to you, but I keep floating

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Sorry, I just tested it out and it doesnt seem to work anymore… I have the exact same setup in a different place and it works just fine, so I dont know whats going on. Ill look into it and get back to you.

EDIT: Yeah, the behavior has changed for some dumb reason. I phase right through terrain, as expected, but I still swim in terrain water. That kind of sucks.

OKAY! Sorry again, I realized what the issue was.

Make a local script and place it in StarterPlayer > StarterPlayerScripts.

image

Then, put this inside it:

local Players = game:GetService("Players")

local Player = Players.LocalPlayer
Player.CharacterAdded:Connect(function(Character)
	local Humanoid = Character:WaitForChild("Humanoid")
	Humanoid:SetStateEnabled(Enum.HumanoidStateType.Swimming, false)
end)

That should do the trick. My apologies!

The collision groups do work, the issue was that humanoids still detect if they are in water, regardless of collision groups. If you dont want parts to float in / be affected by the water, then do the collision group method too.

Thanks!! It has served me, sorry for the late answer, it has worked for me, thank you very much !!