Collision groups with tables

When you set the CanCollide of a part to false, it will override the CollisionGroup’s properties.

thanks for your help. Is there anything else you suggest I add for this system?

I don’t think it is necessary to have collision groups in this case.

I want the player to be able to walk through the object but i also want it to stay on the ground.

Ah, alright then. Good luck with your game!

thanks. the main reason why i made this post was to this. my bad for not explaining it earlier but what would you suggest me to do?

About setting the collision groups?

like i want the player to be able to walk through the obejct but i also want it to stay on the ground. I asked some other people and they said i could use this by using collision groups but im not sure now.

Alright, in this case you will have to create a Players collision group, make it so it is not collidable with the ItemGroup collision group, then assign each player that joins into it.

game.Players.PlayerAdded:Connect(function(player)
    player.CharacterAdded:Connect(function(char)
        for _, charPart in pairs(char:GetDescendants()) do
            if charPart:IsA("BasePart") then
                game:GetService("PhysicsService"):SetPartCollisionGroup(charPart, "Players")
            end
        end
    end)
end)

it kind of works, but you cannot run into it and if you jump on it then it will push you off.

Can you elaborate more on what you mean?

I updated the game if you want to try it. When you walk into a dropped part then its not cancollide but when you jump onto it will either push you off or you will sink half of the way into the part.

Strangely enough, I don’t find any issues.

i was testing it in the studio so it could have been a studio problem. But anyways thanks for your help, I really appreciate it!

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