Please turn off cancollide for HumanoidRootPart

It’s a really simple request, turn off the automatic CanCollide for humanoidrootpart.

There should be no reason why the humanoidrootpart must be locked on cancollide true if it’s going to be invisible when the torso part already takes on this role.

It’s causing a lot of issues for me when I’m trying to crawl into places using a prone script.

For example, it’s impossible to crawl under a train even though the visible character model should be able to fit, only to be blocked by some invisible force.

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I have a feeling that Humanoids rely on this being solid to make sure we dont always fall through the floor.

Hopefully my guess is wrong

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[quote] I have a feeling that Humanoids rely on this being solid to make sure we dont always fall through the floor.

Hopefully my guess is wrong [/quote]

If that were the case, the our legs would be in the ground all the time.
You can experiment turning off can collide on HRP on play solo and see the results.

I ain’t at a PC atm.

[quote] I have a feeling that Humanoids rely on this being solid to make sure we dont always fall through the floor.

Hopefully my guess is wrong [/quote]

If that were the case, the our legs would be in the ground all the time.
You can experiment turning off can collide on HRP on play solo and see the results.

I ain’t at a PC atm.[/quote]

Humanoids dont follow rules like gravity like other parts.
Sometimes you can float in the air without legs as if they were still there.

[quote] [quote=“GollyGreg” post=64420]I have a feeling that Humanoids rely on this being solid to make sure we dont always fall through the floor.

Hopefully my guess is wrong [/quote]

If that were the case, the our legs would be in the ground all the time.
You can experiment turning off can collide on HRP on play solo and see the results.

I ain’t at a PC atm.[/quote]

Humanoids dont follow rules like gravity like other parts.
Sometimes you can float in the air without legs as if they were still there.[/quote]

That only happens if a valid left or right leg still exists whether it is connected or not.

They could at least respond with a reason why they can’t make it CanCollide = false.

It’s a weekend now.
Best response time will be 2 days.

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they have had 2 weeks to respond to this.

It is easy to see why it’s CanCollide:

  1. Go into studio
  2. Set HumanoidRootPart.CanCollide to false
  3. Reset

[quote] It is easy to see why it’s CanCollide:

  1. Go into studio
  2. Set HumanoidRootPart.CanCollide to false
  3. Reset [/quote]
    CanCollide=true: Camera flies away at 1000 studs/sec
    CanCollide=false: Camera flies away at 1000 studs/sec

ok

So… there is no way around to fix this and I must stick with this nonsense?

[quote] It is easy to see why it’s CanCollide:

  1. Go into studio
  2. Set HumanoidRootPart.CanCollide to false
  3. Reset [/quote]

Speaking of which, bubble chat still appears over your character’s head.

So every time you fall apart when you die, your camera is following a spazzing invisible object, while your head is off on its own talking to itself. (When before, your head could land next to someone else, and you had an opportunity to go “sup”)

[quote] It is easy to see why it’s CanCollide:

  1. Go into studio
  2. Set HumanoidRootPart.CanCollide to false
  3. Reset [/quote]

um correct me if I’m wrong, but setting the HRP cancollide to false doesn’t do anything, it just sets it back to true.

Right, setting it cancollide to false is impossible… which is the purpose of this post to begin with.

I think he probably meant delete the humanoidrootpart and see what happens to the player, since that would probably be the closest to what would happen if the humanoidrootpart could have cancollide off.

And that basically leads to the player sinking to the ground and be immobilized.
So the conclusion is that the request to turn off cancollide for the humanoidrootpart is not possible.

That saying, is it absolutely impossible to create a proper laying down script without custom character models?
Will there ever be some way to work around this?

[quote] I think he probably meant delete the humanoidrootpart and see what happens to the player, since that would probably be the closest to what would happen if the humanoidrootpart could have cancollide off.

And that basically leads to the player sinking to the ground and be immobilized.
So the conclusion is that the request to turn off cancollide for the humanoidrootpart is not possible. [/quote]

Humanoids work perfectly fine without HumanoidRootParts. Either the Humanoid doesn’t like the removal of HumanoidRootParts or the standard character just relies on them too much.

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