[Client Beta] In-experience Mesh & Image APIs now available in published experiences

Yes, we are also making this change to CreateEditableMeshAsync. Both these changes have been completed and will be rolled out in a few weeks.

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Are you using decals for this? For some reason using TextureContent on decals with a fully working image doesnt display anything but once I changed it to an ImageLabel for example the image is fully visible

Disheartened that I canā€™t use this for meshes that I donā€™t own when I really just wanted to ā€œgetā€ info about said mesh - in my case, the meshā€™s face colours (since the mesh has been vertex painted and I want to retrieve those colours).

Is there any chance of implementing a ā€œsafeā€ (for lack of a better term) version of CreateEditableMeshAsync that allows you to use getters only (e.g. GetFaces, GetFaceColors)?

No, Weā€™re only using EditableImages.

well duh but you have to apply them to a decal, imagelabel or a mesh texture

Yes, weā€™ve used MeshPart.TextureContent. I thought you were talking about Decal and


As far as I remember, Decal.TextureContent is not supported yet.

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I see, thatā€™s a bit unfortunate, i believe theyā€™ve also mentioned editable image support for color maps on surface appearance, although you cant even change color map during runtime via code so i dont know when that will even happen at this point

Im once again asking if we could please get a way to Clone a meshpart and its EditableMesh. Iā€™ve made a custom solution to work around any possible memory issues by dynamically deleting EditableMeshes that arenā€™t in priority, but now am dealing with rate limit issues using AssetService to regenerate them each time.

Some kind of caching for EditableMeshes so they donā€™t have to be regenerated via AssetService everytime would solve all my problems

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Decal.TextureContent is now supported! This has been released.

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Are there any plans to extend the API permissions to any assets published on the marketplace?

I am currently working on an ad system which would allow people to display their images on billboards in my game for a small fee. In such case Iā€™d find utilizing the EditableImage API very useful as it offers the ability to get an image size/resolution while to my knowledge there is no other way to do so.

Eventually a new universal AssetService method which returns the image resolution by asset ID could fit my needs.

I can imagine some more possible scenarios when Iā€™d prefer to know the image resolution before applying it to an EditableImage or ImageLabel.

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Is there any way to debug editable mesh collisions? I am not sure if this is broke due to a recent studio update or something that I changed in the mesh generation, but my character should be colliding with the mesh (instead I can just walk through it).