Hey all,
I’ve Recently encountered a problem with CanCollide Regarding meshes. The problem here is that I am using a rigged UH-60 model (made of meshes) to animate it, so that it plays in-game as a scripted event. However, when the players tries to enter the Helicopter, the player collides with it as if the collison is still on. I’ve disabled the collison with the door to see if that’d fix it. Unfortunately, It hasn’t. I’ve uploaded a video to show this.
And yes, I’ve tried to find other opitions, none of them seemed to be fit for the situation.
If you need more information, please reply below
Please excuse the poor video quality in terms of framerate, my computer is pretty bad
If I walk into the helicopter, I would just fall into the empty space below. And with the fly tool, I demonstrated how it would be also impossible to walk into it
I want collision off, I want the player to be able to get onboard the helicopter by the door. Instead, the player is unable to get onboard. Keep in mind the helicopter’s movements were by an animation. The helicopter is regarded as an NPC, which in turn plays the animation. PreciseConvexDecomposition was also used
So it has a humanoidrootpart? . . . . . . Is this the UH-60 model from the toolbox? If so, it has a torso and a humanoidrootpart. The torso is the issue, it has all the heli parts welded to it, and the torso is a basepart and not a mesh. And since its a Torso, its collision will always change to true regardless of how you set it. There is a workaround if this is the case.
You can change the name from Torso to something else. If you require the name Torso to make your animation function, which i fear you will, then you will need to do this to make the torso non-collide, but keep in mind before you do all this make sure all the mesh parts within the Torso are already set to collide and PreciseConvexDecomposition:
Follow that solution and you will be able to enter the NPC helicopter.