As a Roblox developer, it’s difficult to make consistent builds when WedgeParts cause floating point errors during runtime.
If a WedgePart is rotated about its Z-axis, all components of its orientation will have floating point errors during runtime.
in-studio/F8 mode
during runtime/F5 mode:
The erroneous parts in question are within X/Y/Z
[1000, 0, 1000]
and the issues are exclusive to parts rotated about the Z-axis. The only known method to circumvent this issue is to use a custom WedgePart that’s already rotated on its side – which is a ridiculous and impractical workaround.
The green wedge in the images above is the custom WedgePart, which currently circumvents the floating point issue at the cost of, well, being a MeshPart.
custom wedgepart mesh