How do I make player collide = true back again?

Hi, so I followed this article on the wiki: Detecting Collisions | Roblox Creator Documentation which showed me how to make players not collide with each other. Here is the code I got:

  1. local PhysicsService = game:GetService(“PhysicsService”)
  2. local Players = game:GetService(“Players”)
  • local playerCollisionGroupName = “Players”
  1. PhysicsService:CreateCollisionGroup(playerCollisionGroupName)
  2. PhysicsService:CollisionGroupSetCollidable(playerCollisionGroupName, playerCollisionGroupName, false)
  • local previousCollisionGroups = {}
  • local function setCollisionGroup(object)
  1. if object:IsA(“BasePart”) then
  2. previousCollisionGroups[object] = object.CollisionGroupId
  3. PhysicsService:SetPartCollisionGroup(object, playerCollisionGroupName)
  4. end
  5. end
  • local function setCollisionGroupRecursive(object)
  1. setCollisionGroup(object)
  • for _, child in ipairs(object:GetChildren()) do
  1. setCollisionGroupRecursive(child)
  2. end
  3. end
  • local function resetCollisionGroup(object)
  1. local previousCollisionGroupId = previousCollisionGroups[object]
  2. if not previousCollisionGroupId then return end
  • local previousCollisionGroupName = PhysicsService:GetCollisionGroupName(previousCollisionGroupId)
  1. if not previousCollisionGroupName then return end
  • PhysicsService:SetPartCollisionGroup(object, previousCollisionGroupName)
  1. previousCollisionGroups[object] = nil
  2. end
  • local function onCharacterAdded(character)
  1. setCollisionGroupRecursive(character)
  • character.DescendantAdded:Connect(setCollisionGroup)
  1. character.DescendantRemoving:Connect(resetCollisionGroup)
  2. end
  • local function onPlayerAdded(player)
  1. player.CharacterAdded:Connect(onCharacterAdded)
  2. end
  • Players.PlayerAdded:Connect(onPlayerAdded)

So I was wondering how through this code I could revert the changes and make players be able to collide with each other again? Thanks very much!

i think you can use this part of code to make it collidable again

PhysicsService:CollisionGroupSetCollidable(playerCollisionGroupName, playerCollisionGroupName, true)