In a game I’m working on, we are having some problems with NPC’s colliding with each other when we don’t want them to collide. We have CollisionGroups setup and the collisions set to false within the collision group, but the Torso of the NPC’s still seems to be colliding with one another. They should go right through each other.
I noticed once testing in-game that the Torso is set to CanCollide true, and I’m not sure if this is what’s causing the problem. The collision group that all parts in the model are set to no collisions between the groups, but I’m not sure if the Humanoid torso overwrite changes things.
Have some pets within my game that contain all can-collide false parts, and collision groups are set up accordingly. Still however, when a player jumps up from underneath the pet, the player hits their head and will sometimes be flung.
I believe it’s a HumanoidRootPart specific issue as you brought up. Unfortunate.
I agree, with all the testing I’ve worked on, it seems to be something specifically with HRP and the inconsistency of the matter makes it a little more frustrating.
I read all around the dev forum and learned that the Humanoid will force CanCollide to be true for the LeftArm and RightArm and other parts of the body that I don’t want to type. I even tested this in studio by cloning my character and trying to set the CanCollide property of my body parts to false. It literally went back to true in less than one second. But then, after I removed the Humanoid of my clone, it stayed false.