We will add an API for the check and release it in the upcoming weeks.
Why do icons always look so out of touch? The UI isnāt bad. Itās just the icon. For some reason, Roblox cannot get icons right. The colors donāt fit so it distracts me.
Please make collision groups effect touch events! I was trying to have a touch event hitbox, but because the part count of other objects was high, the server load went through the roof
I bring you good news, Touched events already can be affected by collision groups, itās just not the default behavior. Turn on the TouchesUseCollisionGroups
setting if you want that behavior:
I was not a fan of the quite verbose and inconvenient to type API of PhysicsService, so Iām really happy the API for collision groups is being streamlined.
New collision group editor also looks great and way more functional, so kudos!
Wonderful. Could we also get an update so that we can use both collision group names and IDs to call PhysicsService functions? e.g
Why create new functions with the same functionality and deprecate the old ones when there is nothing wrong with them? Seems entirely unnecessary unless the new functions behave differently.
The technical difference is the return type, but itās really about intent, of both us and the developer.
It makes it more clear to developers that they should no longer use Ids, and it makes it clearer to people reading Lua code whether code was written under the old approach of using Ids or the new approach of using names.
Technically since collision groups still have an id under the hood, we could continue to use the same API method, however in both regards mentioned above the intent would be much less clear that way.
Wait, why? Why canāt CollisionGroup[string]
just be a convenient setter/getter by name for the CollisionGroupId
? Why does it actually have to be stringly typed, and the two properties not linked at all?! This is bad!
I donāt mind these changes, they donāt seem something too big.
If GetCollisionGroupName
will be deprecated, how else can we get the collision groupās name?
Will the CollisionGroupId still be a thing after these changes? I donāt think we need it, but just asking to be sure.
Also still prefer my plugin, although it needs a refreshment in the UI:
WOW this is awesome, no more having to tediously write out commands in the console to get the right names and IDs.
Nice work on the plugin.
No, we will eventually deprecate the property. It will be accessible in Lua for backward compatibility, but wonāt show up in the auto-completion etc.
We donāt have a replacement for this since the input of the method is CollisionGroupId
Iām having a bug(?) with this change and Iām not sure if itās on Robloxās end or my end. The CollisionGroupId doesnāt change when assign collision groups via CollisionGroup[string].
Do I need to change both CollisionGroup[string] and CollisionGroupId[int] for now? Iām planning to only use CollisionGroup since CollisionGroupId is going to be deprecated.
The Collision Group Name will roll out a few days later.
Such system should be added to particle emitters.
Oh alright. It explains that! Thanks for the clarification.
Great update! I donāt know what they were thinking when they made the original service. It was so convoluted before.
Come on! They never fixed collision groups to not affect ray casting!
What specific issue are you having here? You can explicitly choose how you want raycasting to interact with collision groups by setting CollisionGroup
on the RaycastParams.
Have you tried wrapping the function in a pcall? That way if it errors out, you will get that indication without it crashing your script.