As a Roblox developer, current collision fidelities are not adequate enough, and they block creativity. Which is why I propose a “HighPrecision” collision fidelity.
If this issue is addressed, we will no longer have to strategically split meshes, use invisible parts as fillers, and other tricks to get barely appropriate collisions on complex MeshParts.
- Complex Roads
- Custom Terrain
- Important gameplay assets that need extremely accurate collisions
- Many more things I can’t think off of the top of my head, I am always running into collision issues
- Matching competitor game engines(UE4), as they have this feature.
Even if this is to use a lot of CPU, we still need the option available for outlier cases. From what I can tell, Terrain already has accurate collisions, so we should be able to also get this with meshes.
Here is another poster who ran into the same issue:
PreciseConvexDecomposition failing with my low-poly roads
Here is an example with my very jagged terrain, which all collision fidelities fail to accommodate for.
This is using PreciseConvexDecomposition. Particularly, most issues arise in areas with dips. (Do note that this is a sea bed so it’s meant to be extremely large, jagged, and spread out over a large area)