Change LevelOfDetail property through plugin?

in this post about the new LevelOfDetail property for meshes and models (Levels of Detail for Mesh Parts), the OP says you can change the Level of Detail through a plugin (or in studio), since it cant be changed by scripts. However, they never mention specifically how to, or any existing plugins that can do this already. I’d like to use it in my singleplayer campaign game as a graphics setting (players can change performance levels, therefore helping run the game smoother by reducings tris, or increase them), however i dont exactly know where to start.

theres another post i looked into (Scripting RenderFidelity), which talked about using :CreateMeshPartAsync(), however I’m still unfortunately lost on if I need to create a plugin to use for this and how to script it if so. If anyone could help without it being a hassle, I’d be really greatful, thanks!

By only changing it through a plugin or in studio, that basically means it can’t be changed by players. You have to pick a setting for each meshpart in studio (either manually or have a plugin do it) and then it affects all your game servers and players.

Said differently, plugin security properties can’t be changed in a server. After the game is published, you can’t change them. They will be the same for every player in your game.

To change it manually in studio, open properties and change the RenderFidelity of each MeshPart. Here are your options:

https://create.roblox.com/docs/reference/engine/enums/RenderFidelity


Probably the closest you could get to the behavior you want is having different copies of your map stored with different settings and replicate* only one of them based on a player’s setting, but I imagine there is a reason Roblox makes this feature only editable in studio (e.g. having to precompute the lower fidelity meshes for every option you offer).

(* You can do single-player replication through the player’s PlayerGui.)

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ohh, i see. thanks for helping!

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