IKCollisionsMode
Controls which parts in the workspace participate in collision resolution when WorldRoot:IKMoveTo() drives a part toward a target CFrame.
Items 3
| History | Name | Value | Description | |
|---|---|---|---|---|
| 427 | NoCollisions | 0 | Only the part and any parts directly joined to it via joints/constraints will be involved in the resolution; everything else in the workspace will be treated as though it doesn't exist. | |
| 427 | OtherMechanismsAnchored | 1 | Only the part and any parts directly joined to it via joints/constraints will be moved during resolution, but they will collide with other objects in the workspace. | |
| 427 | IncludeContactedMechanisms | 2 | The part, any parts directly joined to it via joints/constraints, and any parts which it comes into contact with during the solve will be moved during the resolution. That is, the moved parts will be allowed to "push" other unanchored parts in the workspace out of the way in order to get to the target position. |
Description
Controls which parts in the workspace participate in collision resolution when WorldRoot:IKMoveTo() drives a part toward a target CFrame via inverse kinematics.
The three IKCollisionsMode values offer a spectrum of collision fidelity. IKCollisionsMode.NoCollisions ignores the rest of the workspace and moves only the mechanism being dragged (fastest, most permissive). IKCollisionsMode.OtherMechanismsAnchored keeps the dragged mechanism physically correct against the scene but treats other objects as immovable anchors. IKCollisionsMode.IncludeContactedMechanisms lets the dragged mechanism push unanchored objects, so the entire contacted set participates in resolution.
WorldRoot:IKMoveTo() defaults to IKCollisionsMode.OtherMechanismsAnchored when no collisions mode is supplied.