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:
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)
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.
```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.