I'm trying to make an unanchored brick, stored in ServerStorage, uncollidable with the player. If I turn CanCollide in the brick off, it'll just fall through the ground, so I need to use collision groups. The script I have right now doesn't seem to work, and I'm not sure why.

local PhysicsService = game:GetService("PhysicsService")

local bell = "Bell"
local characters = "Characters"
 
PhysicsService:CreateCollisionGroup(bell)
PhysicsService:CreateCollisionGroup(characters)

PhysicsService:SetPartCollisionGroup(game.ReplicatedStorage.LooseBell, bell)
PhysicsService:CollisionGroupSetCollidable(bell, characters, false)
PhysicsService:CollisionGroupSetCollidable(characters, bell, false)


local function onCharacterAdded(character)
	PhysicsService:SetPartCollisionGroup(character.Torso, characters)
	PhysicsService:SetPartCollisionGroup(character.Head, characters)
	
end

function playerAdded(plr)
	plr.CharacterAdded:Connect(onCharacterAdded)
end

game.Players.PlayerAdded:connect(playerAdded)

2 comments

0

Is this your full script? I don't know much about collision groups yet, but If it is the problem might be that you aren't connecting the playerAdded function to the game.Players.PlayerAdded event.

0

Whoops! Yeah, I forgot to include the one line at the bottom that did that in the post. It was always there, though. Edited now!