Did ROBLOX break something to do with physics? Cause this simple script to remove player collision is not working in online mode. Works in an 8 player test server and solo though.
local PhysicsService = game:GetService("PhysicsService") local Players = game:GetService("Players") local playerCollisionGroupName = "Players" PhysicsService:CreateCollisionGroup(playerCollisionGroupName) PhysicsService:CollisionGroupSetCollidable(playerCollisionGroupName, playerCollisionGroupName, false) Players.PlayerAdded:Connect(function(Player) Player.CharacterAdded:Connect(function(Character) for _,child in pairs(Character:GetDescendants()) do if child:IsA("BasePart") then PhysicsService:SetPartCollisionGroup(child, playerCollisionGroupName) end end end) end)
im not sure abt ur script but i would recommend u used a roblox - made script designed for this before u can judge whether roblox broke its stuff:
taken from wiki:
local PhysicsService = game:GetService("PhysicsService") local Players = game:GetService("Players") local playerCollisionGroupName = "Players" PhysicsService:CreateCollisionGroup(playerCollisionGroupName) 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)