Can't use raycasts for collisiongroups that don't collide with themselves

i’m using overlapparams for hitboxes in my combat system

since i want to make it so that the players can’t collide with each other, i made a collisiongroup that doesn’t collide with itself that the character uses so that they don’t

the problem is, overlapparams.collisiongroup doesn’t make it so that it only detects parts within the collisiongroup, and instead it detects parts that collide with it

how would i work around this? i don’t want my players to collide with each other to boost each other up unreachable objects

i found an easy workaround, just set the overlapparams.collisiongroup to default and check if the collisiongroup of the part detected by the raycast is the one you want

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