I can set the CollisionGroup
property but it doesn’t do anything, so I have to stick with PhysicsService for now, I can see the new CollisionGroups UI too but I cant see BasePart.CollisionGroup
property on the properties tab, did the update not roll out for everyone?
You don’t manually set the CollisionGroupId property to a number, you select all the Parts/items you want to put into the CollisionGroup and then click the + sign to the left of the group you created in the Collision Groups window.
If you do that the CollisionGroupId at the bottom of the ‘Collision’ subset in the Properties window will show the number of the CollisionGroup you added each of the Parts/items to.
You can do that fine if you know the index of your collision group, but i am not talking about CollisionGroupId, I am on about CollisionGroup, setting a part’s CollisionGroup
to a collision group doesnt work, so if I had that two parts in a collision group called "Test"
with collidability disabled on itself, the two parts will still collide with eachother even tho they said they’ll deprecate CollisionGroupId
.
Update on Oct 12: We’ve released the collision group name along with the new APIs.
Update: Due to a last minute change to the RegisterCollisionGroup
(remove the runtime error in the case the name has been registered), we have to wait for another week to release it. Sorry for the delay!
This is great, made this a lot easier to understand. Wasn’t complicated at all, but it’s easier to wrap your head around even if you’re new to messing with Collision Groups.
if SetPartCollisionGroup
: To be deprecated. Replaced by calling BasePart.CollisionGroup
What if you want to change the initial default character’s collision group
and default character’s Humnoidrootpart is creat in client,in server must wait for humanoidrootpart
SetPartCollisionGroup(part, name)
is the same as part.CollisionGroup = name
no matter where SetPartCollisionGroup
is called.
Is collision groups totally bugged?
CollisionGroupSetCollidable not replicating on client ?
changing CanCollide property refresh the collision. Why?
By jumping, it refreshes the collision. Why ?
Collision groups.rbxl (42,1 Ko)
I need help fast.
thank you.
Update: while we are looking into this, instead of attaching a part to humanoid, you can probably set the collision group for HumanoidRootPart, it should work fine.
Thanks for reporting! We are looking into the issue.
hi! after this studio update my output is getting spammed with a warning about collision groups every frame, which drops frames if i have output open
Sorry to hear it. Would it be possible to fix it by switching to the new API? Thanks!
This may not be the fix for you but if anybody else is experiencing this issue, this could help ya. My output spam was caused by the Collision Group Editor plugin. I forgot I even had it, you might too.
As a developer that used the collisiongroupid value very much and now needing to type a long string for them to work is quite annoying.
If you prefer, you can still use the id as a string for collision group name. No need to set it to a long string.
honestly not sure what the point of this change was, I presume it’s some backend stuff, but this is going to be a pain to fix all of our collision group scripts. welp, time to spend hours finding which scripts use this…
use findAll/replace all to find which scripts use the deprecated function.
I still have to go through all my scripts to do that… ctrl
+F
right?
There is a way to find sound id’s, Names, etc. There is a tab in Studio called “VIEW
”, find “Find All / Replace All
”. It allows you ctrl + f
in all scripts with that “name”. Allowing you to replace all “CreateCollisionGroup
” to “RegisterCollisionGroup
” in a second or two in all scripts.
do you know if there is a hotkey for this?