BasePart:SetSize(Vector3 size, bool doCollisionChecks = true)

Right now, changing the size property of a part forces it to do a collision check with the surrounding geometry. This makes dynamic resizing very expensive, and there’s no way to control this at the moment.

It’d be nice if we could have a method that lets us set the size of a part with the option to skip collision checks.

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I don’t see how this would play well with the physics …

Usually when I want to do something just visual like this, I just resize the scale of a block mesh which would have the same effect.

Collision checks only make any reasonable impact at large scales anyway

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Sure, but ROBLOX apparently wants us to stop using the mesh objects in favor of the MeshPart class.
http://devforum.roblox.com/t/why-are-you-using-specialmeshes-instead-of-meshparts/30037

When CFraming and sizing multiple intersecting parts on the render step, It really does add up quickly.

I sort of wish Roblox supported more developer-configurable flags like FE for stuff like this. I personally would love to be able to simply turn collision checks off permanently when manipulating the Size/Position properties. I have no use for the current behavior and need to hack my way around it myself all the time.

I wonder how often developers actively rely on this behavior now, though.

Barring backwards compatibility, it causes more problems (perf issues, unintended side effects, etc) than it solves.

I’ve never seen a use case tbh

Uhhhhh… Physics?

How is teleporting parts upwards when they don’t fit physics? It even happens with anchored parts which physics shouldn’t apply to.

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It causes performance issues if the resized part intersects another part regardless of scale

wot

If I wanted the CFrame of the part to change, I would type part.CFrame = x instead of expecting Roblox to do it for me. If the part is unanchored and intersecting with something, PGS handles it by unclipping it.

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