Physics bug with Humanoid Root Parts and Collision Groups

So I was working on a project that involved the method of setting a collision group so that parts inside cannot collide with anything else inside of itself. This was stated in the wiki-post here.

The bug that I’m running into involves humanoid root parts that are not in any player character models (NPCs). What happens is that when applying this method to models with only a humanoid (RigType R6) and a humanoid root part inside of it, it will ignore collision with anchored parts in the default collision group.

This appears to happen all the time.

EDIT:
After further investigation, it does seem to affect both R6 and R15 RigType humanoids. Although if the part’s height is lower than the humanoid root part, there will be a collision.

Steps:

  • Create a new place and put an anchored brick of any size on the baseplate.
  • Create a new R6 character model and remove all the limbs so you only have a humanoid root part and a humanoid object inside of the character model.
  • Code the following in order:
  1. Position the character in front of the part you placed earlier
  2. Create a new collision group and set the part’s collision group to it
  3. Make the group not able to collide with itself (you can do that by putting the collision group’s name in both the first and second parameters in PhysicsService:CollisionGroupSetCollidable()
  4. Have the character walk through the part back and forth and watch it walk through it without colliding

Here’s a repro place
physicsServiceBug.rbxl (14.1 KB)

Here’s a gif of what happens

What’s suppose to happen is that the humanoid root part collides with the part.

Notes

  • This only happens when the humanoid’s RigType is set to R6. R15 does not seem to be affected.
  • Setting the part to a collision group and setting the collision group to collide with the one that the humanoid root part is in does not affect the outcome
  • Setting the height of the part does not affect the outcome
  • Changing the humanoid root part’s CanCollide property does not affect the outcome

Since this is also affecting R15 RigTypes, I should mention that this is hindering my work severely and I asked for this to be looked into asap.

Edit:
After further investigation, it looks like it wont collide with the part under the following conditions:

  • For R15 RigTypes, if the part’s height is taller than the humanoid root part; for R6 RigTypes, the height of the part does not matter; it will not collide with the part at all.
  • For R15 RigTypes, the slope of the wall that it attempts to walk up is greater than 1.732 (60 degrees). The lesser the slope, the smoother the walk up the side will be. For R6 RigTypes, the slope has to be greater than 0.839 (40 degrees), but below even that, the physics for the part gets a little weird and it starts to jitter and will probably not be able to completely walk up the part.

Thanks for the detailed report Locard. We will investigate and let you know what we find.

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Glad I can help! :grin:

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