SetPartCollisionGroup is deprecated, please use BasePart.CollisionGroup instead

are you even setting the mob’s collision group to mob

	for i,v in pairs(EnemyModel:GetDescendants()) do
		if v:IsA("BasePart") then
			if v.Anchored then
				v.Anchored = false;
			end
			PhysicsService:SetPartCollisionGroup(v,"Enemies")
		end
	end

is there a way to check if a collision group is set.

also there are multiple posts that are already posted in the past that already has solutions. please search in the devforum before you create a post, so you avoid repeating or spam :slight_smile:

ik you dont understand collisikn groups yet, but sometimes you have to force yourself out of your comfort zone to achieve something! dont be afraid to fail, failure makes you stronger! ik you will get better at scripting

did you even check his original code? it’s already in line 29

don’t think so, are you sure you used setcollidable?

i checked the mobs when they get spawned in, they do get the mobs collision group in the humanoid root part

it could possibly be something wrong with my table

image

does your enemy model have meshparts or unions in them

its drooling zombie free model from toolbox

image

check everything in default! because if you dont everyone will fall if the map

yes there is it’s IsCollisionGroupRegistered("Mob")

yeah collision groups work fine with the model for me, using

for i,v in pairs(workspace:GetChildren()) do 
if v.Name == "Drooling Zombie" then 
for c,d in pairs(v:GetDescendants()) do 
if d:IsA("BasePart") then  game:GetService("PhysicsService"):SetPartCollisionGroup(d,"Enemies") end 
end 
end 
end

just saying the collision groups are set idk why they arent working tho

well, try put this in your main script

local PhysicsService = game:GetService("PhysicsService")
PhysicsService:CreateCollisionGroup("Mob")
PhysicsService:CollisionGroupSetCollidable("Mob","Mob",false)

in default everything must be checked, in mob everything checked except mob, in player check everything

use RegisterCollisionGroup instead of CreateCollisionGroup

and also he doesnt need to create a new collision group called “Mob” if ge already made one in the first place