How I can disable collissions between 2 MODELS?

So, I have 2 somewhat complex models, with 100+ parts each. I have gotten a need to temporarily disable collissions between them. How I can do that without use of CollissionGroups, because I already use all 32 groups allowed?
NoCollissionConstraint is somewhat acceptable, but it requires use of x*y amount of constraints, so in my case it will be just instacreation of 10000 constraints.

Try using collisiongroups to assign each model a collissiongroup etc.

I can’t do that due to complex game mechanics.

How so, you can control what collisiongroups collide with

Half of them used for Raycasting and OverlapParams, 1 is StudioSelectable group, and other 15 are diffirent object parameters, such as “Destroyed”, “TreesRocks”, and such.
In my case, even if I was able to just assign 2 collission groups, I’ll 100% need to extend that case to more models. Can’t just describe what I want to do, because it will take a whole essay.

In that case i am unsure then
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The most simple way of doing this would probably be:

Setting the parts cancollide to false on the server, then setting it to true on the client when a player joins.

What you said is just makes no sense.

There isn’t really any other solution to this than the two methods you mentioned. I think the main issue here is the 100+ parts, you should really use meshes instead of a lot of parts. It’s also better for performance.

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I did it that way because models are breakable, and that’s required behavior.

I may be using wrong knowledge here. But create Tags on the parts or in the model u want. Then use CollectionService to temporarily disable their collisions.

What will occur is disabled collission model will fall trough everything.

Then I believe you should, anchor the parts as it will help reduce physics load or if u dont want it to fall but still have collision, use a weld constraint to another part which has the collision off or any other based on you’re preference.

I think only two ways to disable model collisions aare indeed noCollosionsConstraitns and CollisionGroups.

If only nocollionconstraints worked on models