I’m pretty sure behaviour of the character has changed in this area but I’m not sure. I need to disable collision of the character so I can insert another part as a custom hitbox for crawling animations.
When disabling the .CanCollide of every part in the player using .RenderStepped, the character is seemingly unaffected and can walk around as normal. Even when looking at the HumanoidRootPart and a few other parts in the explorer during runtime, CanCollide is locked to true.
When setting the CollisionGroupId to something else, the character’s legs no longer collide with anything and it sinks into the floor where its HumanoidRootPart keeps it in place, but then the character zooms off in one direction off the baseplate.
The character’s collision checks are determined by its custom physics, and unless you are willing to recode the entire humanoid, you can set it’s hipheight to a smaller value (e.g. negative values or 0) during run-time.
Hrm, are you sure there aren’t things conflicting with the behavior of your CollisionGroupID? I’ve had good results using that to phase through walls (obv. you’d add another collision box to prevent that). Your collision group was meant to collide with nothing, yes?
I would say retry in a blank baseplate & see if it works.
You can create a collision group that collides with Default and doesn’t collide with itself. Then, set all parts of the character to that group. You can then create the hit box part and a new collision group for all collision boxes that collides with itself, doesn’t collide with he player collision group, and collides with default.
I just found out I wasn’t programming the collisiongroups right. I went to find the right documentation and found out I have to use the PhysicsService rather than just setting the number of the collisiongroupid in each part off the bat.