local PhysicsService = game:GetService("PhysicsService")
local Players = game:GetService("Players")
local playerCollisionGroupName = "Players"
PhysicsService:CollisionGroupSetCollidable(playerCollisionGroupName, playerCollisionGroupName, false)
local previousCollisionGroups = {}
local function setCollisionGroup(object)
if object:IsA("BasePart") then
previousCollisionGroups[object] = object.CollisionGroupId
PhysicsService:SetPartCollisionGroup(object, playerCollisionGroupName)
end
end
local function setCollisionGroupRecursive(object)
setCollisionGroup(object)
for _, child in ipairs(object:GetChildren()) do
setCollisionGroupRecursive(child)
end
end
local function resetCollisionGroup(object)
local previousCollisionGroupId = previousCollisionGroups[object]
if not previousCollisionGroupId then return end
local previousCollisionGroupName = PhysicsService:GetCollisionGroupName(previousCollisionGroupId)
if not previousCollisionGroupName then return end
PhysicsService:SetPartCollisionGroup(object, previousCollisionGroupName)
previousCollisionGroups[object] = nil
end
local function onCharacterAdded(character)
setCollisionGroupRecursive(character)
character.DescendantAdded:Connect(setCollisionGroup)
character.DescendantRemoving:Connect(resetCollisionGroup)
end
local function onPlayerAdded(player)
player.CharacterAdded:Connect(onCharacterAdded)
end
Players.PlayerAdded:Connect(onPlayerAdded)
You haven’t created the CollisionGroup before using them in the script. Add this line:
local playerCollisionGroupName = "Players"
PhysicsService:CreateCollisionGroup(playerCollisionGroupName) -- ADD THIS LINE
PhysicsService:CollisionGroupSetCollidable(playerCollisionGroupName, playerCollisionGroupName, false)
--//Services
local Players = game:GetService("Players")
local PhysicsService = game:GetService("PhysicsService")
--//Variables
local playerCollisionGroupName = "Players"
PhysicsService:CreateCollisionGroup(playerCollisionGroupName)
PhysicsService:CollisionGroupSetCollidable(playerCollisionGroupName, playerCollisionGroupName, false)
--//Tables
local previousCollisionGroups = {}
--//Functions
local function setCollisionGroup(object)
if object:IsA("BasePart") then
previousCollisionGroups[object] = object.CollisionGroupId
PhysicsService:SetPartCollisionGroup(object, playerCollisionGroupName)
end
end
local function setCollisionGroupRecursive(object)
setCollisionGroup(object)
for _, child in ipairs(object:GetChildren()) do
setCollisionGroupRecursive(child)
end
end
local function resetCollisionGroup(object)
local previousCollisionGroupId = previousCollisionGroups[object]
if not previousCollisionGroupId then
return
end
local previousCollisionGroupName = PhysicsService:GetCollisionGroupName(previousCollisionGroupId)
if not previousCollisionGroupName then
return
end
PhysicsService:SetPartCollisionGroup(object, previousCollisionGroupName)
previousCollisionGroups[object] = nil
end
local function onCharacterAdded(character)
setCollisionGroupRecursive(character)
character.DescendantAdded:Connect(setCollisionGroup)
character.DescendantRemoving:Connect(resetCollisionGroup)
end
local function onPlayerAdded(player)
player.CharacterAdded:Connect(onCharacterAdded)
end
Players.PlayerAdded:Connect(onPlayerAdded)