How to prevent emote glitch abuse (E.g. clipping through walls/collisions caused by emote)

  1. I am adding emotes to my game, some of these emotes will have a range of movement, offsetting the player from their humanoid rootpart significantly enough that they could go past a 1 stud wall

  2. These types of emotes are heavily abused in all roblox games, you can easily glitch into a wall with this or abuse the moving hitboxes.

I am genuinely unsure as to how I can solve this, I have tried disabling collisions when the player emotes, but that has led to them being able to walk through walls and avoid damage/projectiles etc. (My game also has traversal emotes)

I have noticed games such as “Something Evil Will Happen” are implementing ways in which emotes do not at all alter the players true position nor cause the player model to shake or move from collisions whilst ensuring the players body parts can still be registered. As I have seen people glitch through the tower lobby in that game in the past, and has been patched as of recently. For example, the worm as an emote would likely cause the player to shake due to the torso colliding with the floor. Or an emote which has you walk forwards and backwards 4 studs, could be abused with shift lock to instantly move you behind a wall and then collide against that wall and glitch you into that area.

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You can create a script that will remember the player’s position before the animation starts and return it after it ends. As for hitboxes, you can create an invisible copy of some parts of the character.

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Hi thank you for helping, sadly torso’s are set to cancollide every frame and regardless if I set it to a collision group that has zero collisions, it still collides. As for saving the player position before/after animations. It wouldn’t change the fact that the player is still being moved during the animation, I’d prefer it if there was zero interference at all.
It’s a very confusing situation honestly, even a simple crawling animation has issues with colliding against the floor due to the torso touching it

What if we make the real player invisible and have his camera follow his clone, which plays the animation?

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That does sound possible, though I’m unsure about how efficient that would be. I was considering making the torso be on its own sort of like the humanoid rootpart and have another torso part connected to the rest of the body but that also seems extremely inefficient. Would break compatibility with your average animation
I genuinely have no clue how some of these devs get around issues like torsos always being collidable

OKAY SO I WAS REALLY DUMB, IT IS 3AM HERE AND I WAS NOT THINKING STRAIGHT!

Collisiongroups 100% work, just put your character parts in its own collision group etc (Good for preventing players colliding whilst also interacting with default terrain). When the emote activates, I change the collision group to a group that doesn’t collide with terrain/environment parts.
This is what prevents the torso from being used to abuse emotes and glitch through walls or cause ugly physics problems. I simply didn’t account for the fact that the head also has collisions enabled per every frame. So set both torso and head to their own collisiongroup when playing an emote and you should be good to go!

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