Basically, it’s as if the hitbox trips on certain stuff. Can’t really explain it, here’s the video:
Is there any way to fix this??
The hitbox is welded onto the humanoidrootpart, if that’s important. By the way, is there a way to make my custom part the primary hitbox? 'Cause when i try to set cancollide on torso to false it automatically goes back to true, and if i disable collisions through other means (collision groups) i will be stuck in a falling phase, which i also have a video for.
Man custom hitboxes are tough. Or maybe i just don’t have enough experience with em?
Set CanCollide of the hitbox to false. If your script is dependant on the .Touched event then you should try to make collision group where only the hitboxes (player’s character and swords or bullets) can collide with each other and nothing else.
Also theres no need to edit the collision of other character parts since you will fall trough the ground.
Also if your script really is dependant on the .Touched even then I suggest you change it. Try using raycasting or GetPartsInBoundInBox. Then you wont have to worry about collision groups and only need the hitbox’s CanQuery to be true
No no, i need this hitbox to collide with other stuff so that the collisions of the player are a cyllindric shape, something like this i believe was used in games like forsaken or parkour legacy.