When your humanoid with AutoJumpEnabled approaches a BasePart that has CanCollide false
, it will automatically jump. This is expected. However, when the same humanoid approaches a BasePart that has CanCollide true
but belongs to a collision group that does not collide with any parts in your character, the humanoid still jumps.
I’m not sure if it is intended behavior for AutoJumpEnabled to only respect CanCollide and not collision groups but it is unintuitive.
This causes a problem in our game where your pet that follows you around belongs to the Pet collision group, and your avatar belongs to the Player collision group. These groups do not collide, but we’ll find our avatars jumping when you touch your pet.
Repro steps:
In the repro file attached, open up the emulator and select a mobile device. I’m testing with Samsung Galaxy S7 but device shouldn’t matter as long as it emulates touch controls. All parts in the player’s character are set to the “Player” collision group, and so is the part named Red. Parts in the Player collision group do not collide with each other. Approach the red brick, and toggle CanCollide to observe the bug.
repro.rbxl (22.1 KB)