✓ Accepted answer
Hello! I found this earlier, its called Collision Filtering Try this maybe? I didn't test it, but I hope this worked. Also if this doesn't work, or no one can answer there is some other articals and stuff around the internet. Hopefully this helps.
local PhysicsService = game:GetService("PhysicsService")
npcGroup = "npcGroup"
PhysicsService:CreateCollisionGroup(npcGroup)
PhysicsService:CollisionGroupSetCollidable(npcGroup, npcGroup, false)
local function setCollisionGroupRecursive(object)
if object:IsA("BasePart") then
PhysicsService:SetPartCollisionGroup(object, npcGroup)
end
for _, child in ipairs(object:GetChildren()) do
setCollisionGroupRecursive(child)
end
end
npc = workspace.NPC
setCollisionGroupRecursive(npc)
1 comment
create a collision group