Avatar Legs still colliding after CanCollide is false

This is a re-do of my old topic where I over-complicated the question. (Old One, please delete it instead of this new one Roblox Moderators) Do not worry about my game logic. Just please help me do this.


Really simple, I have a StarterCharacter and I want the body parts to stop colliding. I’ve turned off CanCollide for all parts; While most work, the legs simply still Collide. I’ve checked the explorer mid-game, the property is NOT checked but somehow they are still colliding.

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I still don’t understand how changing the HipHeight didn’t satisfy the requirements of your solution..?

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You’ll need to change Humanoid.HipHeight.

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I still don’t understand why HipHeight WILL satisfy the requirements. Am I supposed to set a negative value and make the avatar’s legs go underground? Changing the HipHeight changes the HumanoidRootPart’s height relative to the ground. How does that remove the leg’s collision? It isn’t stated in the documentation anywhere… It just doesn’t make sense for me. Also, I need an explanation on why the legs refuse to not collide, as it’s very weird

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legs collide because the humanoid automatically keeps the feet at floor level for walking and standing and HipHeight can lift the whole character so the legs float and stop colliding.

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Have you even tried changing the HipHeight

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if HipHeight won’t fix your problem, maybe you should provide a video or picture of the problem and a more detailed explanation or visualization of what you want.

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The issue makes sense. If I input a negative value, this Will have The reverse effect and I can make them not Collide because The standing point where it collides is above?

Sorry, I’ll test it when I’m back to my PC and I’ll inform you if it worked

There isn’t a more detailed explanation. The legs Collide when CanCollide is false, that’s it

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If you want a physics based character while still using humanoid, change humanoid’s state to physics or disable “EvaluateStateMachine”

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If I understand you correctly, you want your character to not collide with things, ever? I’d suggest just not using a Humanoid.

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as far as i’m aware, legs do not actually collide with anything, the HipHeight property is responsible for that

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Both of these basically break the game. This is the player’s avatar, and they need whatever attributes Humanoid has to properly work and the jumping ability.

Well, that is a problem. I’ve tried changing the Hip Height: It just doesn’t seem to work properly on my case.
Is there a way to just disabled the Humanoid’s floor detection? My game is basically Flappy Bird and I’m using a custom hitbox, so just disabling the entire floor thing would be better. And while I can use the default Roblox Avatar Settings, I don’t think they work with StarterCharacter. Or is there a workaround to make things not react to the HipHeight property?
If I disable CanCollide and just leave CanTouch, does that still trigger my onTouch event? I hope yes, I’ll get to testing.

Edit: It worked, I’m a genius (thx for the attention and attempts to help)

What specifically did you do to fix this? I am having the same issue, but instead with a custom morph to make the player hide in a shell.

I’ve set HipHeight to 0.01 (exactly 0 makes it glide on the ground), disabled all collisions, and even set the Humanoid’s state to physics, yet the character still floats about 1 stud off the ground.

Turned off CanCollide on the part that detected the Player’s touch. HipHeight will make you just fall if there is nothing to step on, but the Touched event is still fired if you leave CanTouch on.
This did create the visual issue of the player being shown going trough the dangerous part for a second before dying, but this issue seems better to me than the last one (just visual, depends on how you apply this).

I’ve turned CanCollide, CanTouch, AND CanQuery off for all BaseParts under the player’s model; therefore, there should be no Touched event still firing, but it still floats.

Is there anything else specific you did? If not, then I truly don’t know what to do lol

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The issue could be in your script. And no, I simply fixed my issue by turning CanCollide off. At this point, you’re better off starting a new topic.

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