The pets in my game either walk along the ground, or fly next to the player. I’ve set up the pets to have collision with the owner’s avatar. The reason was so players would feel that their pet is ‘tangible’ and that they can interact with it in some small way. In the past I’ve had players complain about not being able to climb the scenery (parts far away from the typical gameplay I had left non-collideable to improve performance) and figured this would apply to pets as well.
Now I’m questioning this a little bit because pet collision isn’t normal. For example, Adopt Me has pets that run along the ground without collision and 100k people don’t seem bothered by it. Am I doing something wrong here? Does it even matter one way or the other?
There are some unintended consequences that could arise with pet collision, including boosting to out-of-bounds places in the map by having two players jump on each other’s pets repeatedly (if flying mode would allow for this to happen), in addition to potential performance decreases with the additional physics calculations that would need to be done when each pet comes into contact with something in the Workspace.
Otherwise, since I haven’t implemented pets into a project of mine before, I am not entirely sure of other potential consequences that could come from this.
I wouldn’t recommend it. It will be easier for exploiters to possibly ride their pets and fling people in the server. I would say turn collisions off on players and pets.
There’s some glitches you can do with parts that follow you that are interactive with walls including flinging you up in to the air if you shift lock and spin in a small corridor, so just turn off collisions.