I’m trying to make it so that an npc can’t collide with the player or any other npcs, how would I go about this with the most efficient method?
1 Like
You could make every part of them CanCollide false? Would solve the issue. Another method is Collision Groups but the former is easier.
1 Like
Tried something like this and it didn’t work
Is there something wrong with this?
for _, part in pairs(playermodel:GetDescendants()) do
if part:IsA("Part") or part:IsA("BasePart") then
part.CanCollide = false
end
end
Then I suggest using PhysicsService.
In which you’ll read about Collision Groups.
Handy article about Collision Filtering.
1 Like
Okay, I’ve looked into it but I’m not quite sure how to get the n.pc to be part of the collision group correctly. I keep getting errors saying that parameter of SetPartCollisionGroup needs to be a BasePart.
You need to create a CollisionGroup with :CreateCollisionGroup, and then add every Part/BasePart of your NPC to it using :SetPartCollisionGroup.
There’s an example provided on Collision Filtering.