this is what i have rn:
while true do
wait()
for _, group in ipairs(game:GetService("PhysicsService"):GetRegisteredCollisionGroups()) do
if group.name ~= "Default" and group.name ~= playergroup and group.name ~= "NoPlayer" then
game:GetService("PhysicsService"):CollisionGroupSetCollidable(groupName,group.name,false)
end
end
end
as you can see, not very efficient. is there a .changed event for collision groups? so i can only do it every time a new group is added