Part chasing character through water

I am trying to make a part navigate through water chasing a player’s character. I am currently using RocketPropulsion to achieve this, as I want the part to face the player at all times without using a laggy while loop running at high rates.
However, while testing this in Studio, it seems that the part will also follow the player above water, which leads to it flying in the air. I don’t want the part to be able to get out of the water. I’ve tried lowering the RocketPropulsion’s MaxThurst, which works, but then seems to slow down the part’s speed considerably while underwater. Any ideas on how to achieve this?

You could use collisionGroups and create an invisible sealevel part, which would stop it from leaving the water, while allowing all other objects to pass through. Not sure if this is what you’re looking for

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Great idea! That seems fair :slight_smile: I’ve never used CollisionGroups though, could you explain me how to use it simply in this situation?

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Here is a video you could watch on how to use collision groups:


I think this is better.

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