The editor functions in either List View which favors docking to the left or right side of Studio, or in a wider Table View, which favors docking to the top or bottom. You can easily set up collision groups through Studio's Collision Groups Editor, accessible by clicking the Collision Groups button in the Model tab. In the video above, the spinning objects are in different collision groups such that they collide with objects of another color but not with objects of their own color Parts within non‑colliding groups pass through each other completely, even if both parts have their CanCollide property set to true. Collision GroupsĬollision groups let you assign BaseParts to dedicated groups and specify whether or not they collide with those in other groups. For developers trying to work out when the Humanoid has landed on the ground, the Humanoid.StateChanged event is more suitable. For example, in a dodgeball game it would be more practical to connect a touched event for the balls rather than the humanoid. You can configure filtering for numerous objects through collision groups or you can control collisions on a part‑to‑part basis with NoCollisionConstraint instances. This is because the Humanoid Touched event will constantly fire when the humanoid is moving. Part.TouchEnded:Connect(onTouchEnded) Collision FilteringĬollision filtering defines which physical parts collide with others.