Enum
IKCollisionsMode
Controls which parts in the workspace participate in collision resolution when
WorldRoot:IKMoveTo() drives a part toward a target CFrame.
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.
Items 3#
| Name | Value | Summary |
|---|---|---|
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. |
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. |
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. |