I am using Team Create, this might be the issue. I can reproduce it when I paste the model into a team create baseplate, but not when I paste it into a regular baseplate. To reproduce, I guess do the following:
- Create a team create game, and enable streaming with target distance 128 and min 64.
- Insert this model Trunk.rbxm (24,9 KB).
- Duplicate it and toggle level of detail streaming mesh off and back on.
- Play and note that the streaming mesh for both the original and the duplicate are still the same voxelated impostor.
- Repeat the same in a non team create game. The one that you toggle will be using a different streaming mesh (identical to the original model).
I have these tree models, they are all similar but distinct.
They are set up like this, with the selected instances having StreamingMesh enabled, and the rest including the root model Disabled.
I am trying to refresh them to take advantage of the solution for StreamingMesh models are regularly way higher poly than the original model.
- I have set LevelOfDetail for every descendant Model of these tree models to Disabled, waited several minutes, and then set the desired ones back to StreamingMesh. This has not triggered the meshes to update.
- I have also tried moving a part inside of each of the highlighted StreamingMesh models, which has also failed to update the StreamingMesh.
I am at a loss for what I need to do to force these to refresh short of disabling team create.
I know that they are not refreshing in my game because when I copy one of the models to a new baseplate, duplicate it, and repeat the first method to update the StreamingMesh on the duplicate, the duplicate has the correct updated StreamingMesh.
This is a practical example of the need for Better tooling for working with StreamingMesh Models.