The new RayCast api is making me want to make empty collisiongroups that will only be used inside of raycast params, and will be empty. Is this intended? Does anyone else do this?
By empty I believe you meant making the collision group cannot collide with everything else so it’s basically CanCollide = false with extra steps.
Logically, it should be fine, in fact I plan to do the same for the usual ignoring accessories problem. As long as you don’t exceed the 32 collision group limit then it should be fine .
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Sorry I was unclear, by empty I mean that the collision groups wont have any baseparts in them
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Yep, definitely in this case as well in order to setup the collision groups before the game starts so you can add parts to it later during the game.
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