How to make the torso parts on a local rig not collidable

You can write your topic however you want, but you need to answer these questions:

  1. What do you want to achieve? Keep it simple and clear!
    I want to make every single part in the rig I just created on the client non-collidable
  2. What is the issue? Include screenshots / videos if possible!
    Torso is automatically set to collidable, physics service doesn’t work on client

help appreciated

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Hey @Idaspp, unfortunately PhysicsService only works on the server, not on the client. Additionally, the humanoid automatically has CanCollide on and you cannot set CanCollide to false on its parts. However, there are a few ways that you could approach this:

  1. Set CanCollide to false locally on the parts you wish the character does not collide with (as long as their isn’t a ton of parts)
  2. Use PhysicsService to set the character collide-able on the server

If you give me a more detailed description of what you’re trying to achieve, perhaps I can give you a better answer.

I’m trying to achieve this effect. The problem is that the character constantly collides with my character and makes the camera go crazy.

setting each part’s .CollisionGroup properly directly works for me, try it and see

Bro’s communication is so good, it felt like AI

You can use collision groups
image
Create one and set the name via the property CollisionGroup or via code:

Torso.CollisionGroup = "insert collision group name here"

That’s all, I hope this helped you! :D

	```for i,v in Clonetobedisplayed:GetChildren() do
		if v:IsA("Part") then
			v.CollisionGroup = "ViewDisplay"

		end
	end``` this did not solve my problem, it still does the same thing.

Did you try pre-setting the CollisionGroup of the character? From what I see in the image, it looks like the character is anchored (I think) so you could just set pre-set all the parts of the character in studio to a new collisiongroup that doesn’t collide with the “default” group.

I changed all the parts to a new collision group called pake, but it didn’t change the outcome at all. It seems changing the collision group doesn’t do anything! If you could try some of these solutions out yourself, I’m sure we could narrow down the problem a lot faster.

Did you replace “ViewDisplay” to your collision group? (pake)

I just selected all the parts, went into the collision group property, and changed it to fake.

It still doesn’t work btw. ROBLOXCHARLIMIT

Okay, so setting it to false with runservice.stepped worked. NOT renderstepped or heartbeat. ONLY stepped works.

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