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Version 1.2, Support for cancollide and collision groups!
New version, woo hoo! In this version weâre introducing support for collision groups! This is on by default. From now on, particles will go through baseparts that have cancollide set to false and parts that have collision groups that can collide. Without further ado, lets get right into it!
This in action. Red parts can go through green and red parts. But canât go through blue. As you can also see. The half transparent part has cancollide set to false.
Collision Groups
Now, this one doesnât really require any scripting at all. All you need to use is the default studio tool, collision groups editor. You can access this by going to model â collision groups editor.
After you press that something on the screen should pop up.
Next, make a new collision group. You can do this by looking at the bottom and double click on +add group.
After you click on it, you should be able to type it. You can name it whatever you want.
Once you made the group, your screen should look something like this. The screen may look complicated, but trust me itâs simple:
The checkmarks mean weather or not these groups can collide. So when theres a checkmark, it means that the group can collide with the other group. So here in my editor, my group canât collide with the default group. But can collide with itself. If you want it to be able to collide/not collide with a group then edit the checkmark.
Next, we need to add our part to the group. To do this, select the desired part(more preferably the one with the particles, or the parts in its way).
After you selected the part click on the plus icon by the desired group.
Thats it, now your parts can collide/not collide!
Keep in mind, the collision groups dont work for attachments. attachments can only go through parts that have cancollide off.
And thatâs it for this update! Hope this could help anyone who uses collision groups. This update was meant to make it more realistic with robloxâs collisions. So I hope this helped you! If you find any bugs, have a suggestion, or have feedback then feel free to say below! Iâm open to any criticism!
Bro, i swear to god, the community makes awesome stuff for every single tool in studio, why canât roblox add them? Its kinda weird to see how much devs work for roblox and canât really make particle collisions or custom motion. Iâm not mad, neither try to insult the devs, not even disrespect, but its just the point of view im kinda having right now. I know devs are busy as well fixing bugs, making new content for the catalog and patching exploits/bypasses/illegal scripts but idk man
i believe that roblox is adding particle collisions though
bro this module is soooo helpful
thank you so much for it. Canât wait for future updates!!
i havenât read the source code, but i cant think of a single reason why dynamic parts would require you to make a new module class instance every time
if you support this functionality internally then you should change this to be more transparent (classes dont magically remember if youâve constructed them with some arguments before- donât give this illusion!)
if you dont support this functionality internally, then this is a heaping ginormous memory leak that needs to be addressed ASAP
optimal solution is :GetPropertyChangedSignal and only recalculating when necessary
you are an absolute legend you are so cool
Surprisingly good for games that have something like blood particles and the particles would collide. This is useful, thanks.
finally this exists. iâve looked for this for years. this is a lifesaver.
the topic bumped itself
also good thing is that I can now create better particles for my games
Hi, this module doesnât work. Do you plan to do anymore updates for it or fixes?
You can use the other one here
This is for 3D particles, not for 2D ParticleEmmiters?
They both are for 3D particles