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Instance
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GetCollisionGroupId
For thread safety, this property is not safe to read in an unsynchronized thread.
The GetCollisionGroupId function returns the id of the collision group with the specified name.
This function will throw an error if no group with the given name exists.
Parameters
| Name | Type | Default | Description |
|---|---|---|---|
|
|
The name of the collision group being retrieved. |
Returns
| Return Type | Summary |
|---|---|
|
The id of the retrieved collision group, or nil if no such group exists. |
Code Samples
PhysicsService:GetCollisionGroupId1
This example demonstrates one basic use of collision groups.
The code below attempts to get a group named “Test”, and creates a group this group if it does not already exist. Then, it sets a BasePart|part named Part1’s collision group to “Test”.
If this group is the first collision group you’ve made in your game, it’s Id will be 1.
Parts in the same collision group will interact with other collision groups and with each other a predetermined way. Collision groups can be collidable or not collidable - as set by PhysicsService/CollisionGroupSetCollidable and checked by PhysicsService/CollisionGroupsAreCollidable.
local physicsService = game:GetService("PhysicsService")
-- returns a valid group id (int) or nil
function getGroupId(name)
-- GetCollisionGroupId will throw if it does not exist
local ok, groupId = pcall(physicsService.GetCollisionGroupId, physicsService, name)
return ok and groupId or nil
end
-- returns a valid group id (int) or nil
function getOrCreateGroupId(name)
local ok, groupId = pcall(physicsService.GetCollisionGroupId, physicsService, name)
if not ok then
-- Create may fail if we have hit the maximum of 32 different groups
ok, groupId = pcall(physicsService.CreateCollisionGroup, physicsService, name)
end
return ok and groupId or nil
end
-- sets the specified part's collision group to the group with
-- given group id
function setPartCollisionGroup(part, name)
physicsService:SetPartCollisionGroup(part, name)
end
-- returns the id of part's collision
function getPartGroupId(part)
return part.CollisionGroupId
end
print("Get 'Test' Group:", getGroupId("Test")) -- prints nil
print("Get/Create 'Test' Group:", getOrCreateGroupId("Test")) -- prints 1
print("Get Id of 'Test' Group:", getGroupId("Test")) -- prints 1
print("Setting Part1's collision group...")
setPartCollisionGroup(game.Workspace.Part1, "Test")
print("Part1's Collision Group Id:", getPartGroupId(game.Workspace.Part1)) -- prints 1
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