I was ecstatic to know that I could avoid unnecessarily firing touched events on client with the use of collision filtering, however upon attempting to integrate this feature into my game it doesn’t seem to work as intended. On the client i’m creating a touched event with tagged parts, which only have their collision filtered with 1 group. Then I’m setting the character’s collision group in a local script to be the one group that can collide with it. Enabling the property in workspace to respect collision filtering touched events, now the only touch event that should trigger it should be the local character, in the local script. Below is an example of what actually happens.
- Below is an example part with the collision group for only the LocalPlayer
- This is the server view(to showcase both player’s locations and the property within workspace to respect collision filtering for touched events)(Player 1 is within bounds and touched the part, while player 2 is unmoved)
- This is the player1’s Perspective and output within the bounds of the part and showing it’s collision group(set locally with a local script)
- This is player 2’s perspective and output showing player 1’s properties NOT set to the collision group to interact with the part. Yet being fired anyway.
Expected behavior
What is meant to happen here is the Touched Event was only meant to fire for player1 (the player who actually touched the part with the respective Collision group, which is set only for the local player’s character) however, the other client which also set it’s collision group to the same collision group in it’s own local script is somehow firing for the other client when he is on another collision group on his end. They are both setting their collision group locally to a specific collision group, yet it is being fired for both clients despite on their ends being in different collision groups.
Attached place to repro:
LocalCollisionFiltering.rbxl (53.0 KB)