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Source: Roblox Creator Hub · CC BY 4.0 · View source · Code samples: MIT Imported 2026-10-03. Formatting adapted for this site.

IKCollisionsMode

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

NameValueDescription
NoCollisions0Only 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.
OtherMechanismsAnchored1Only 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.
IncludeContactedMechanisms2The 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.

NoCollisions

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.

FieldValue
value0

OtherMechanismsAnchored

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.

FieldValue
value1

IncludeContactedMechanisms

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.

FieldValue
value2