Yes, we are also making this change to CreateEditableMeshAsync. Both these changes have been completed and will be rolled out in a few weeks.
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 canāt use this for meshes that I donāt own when I really just wanted to āgetā info about said mesh - in my case, the meshās face colours (since the mesh has been vertex painted and I want to retrieve those colours).
Is there any chance of implementing a āsafeā (for lack of a better term) version of CreateEditableMeshAsync that allows you to use getters only (e.g. GetFaces, GetFaceColors)?
No, Weāre only using EditableImages.
well duh but you have to apply them to a decal, imagelabel or a mesh texture
Yes, weāve used MeshPart.TextureContent
. I thought you were talking about Decal
and
As far as I remember,
Decal.TextureContent
is not supported yet.
I see, thatās a bit unfortunate, i believe theyāve 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. Iāve made a custom solution to work around any possible memory issues by dynamically deleting EditableMeshes that arenāt 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 donāt have to be regenerated via AssetService everytime would solve all my problems
Decal.TextureContent is now supported! This has been released.
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 Iād 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 Iād prefer to know the image resolution before applying it to an EditableImage or ImageLabel.