A query on mesh collisions

Hey all. I’ve already pondered around the Devforum for some insight into this particular issue, and while there are a plethora of threads I still have a question regarding meshes and their collisions.

I’ve been playing around with Blender terrain! I’m not going to pretend to know how it works, but there is obviously some issue that lies within Roblox regarding the calculation of collision on meshes. Toying around with vertice pulling, sculpting, all of that, results in a mesh where you can be floating. I think we all know that. However, why is it that these meshes cannot produce good collisions, while a cylinder object in Blender can produce perfect collisions like so? There is literally no floating on this mesh.
image

There isn’t so much of an issue here as it is just me wanting to know why this happens. Thank you!

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It just comes down to geometry complexity. Cylinders aren’t that complex in comparison to something with a concave surface.

You can toggle ShowDecompositionGeometry to see how Roblox blocks out collision geometry, and get a feel for how complex a mesh is compared to another mesh. :slightly_smiling_face:

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just go into your mesh and go into collissions and change it over to fiddelity, roblox automatically makes it a hull or a box in order to optimise the game, hence why you should only do this where people can walk

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Where is this setting for fidelity?

Nevermind, I found it. Thank you!