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


The second param allows changing of vertices

It have to be on the ā€˜true’ value if not it will be counted to memory limit.

By the way why are you messing with those removing faces? You can only create 4 vertcs and 2 triangles that’s it.

I’m creating a rectangular prism mesh. I figured if BaseEditableMesh is that, then when I generate wall segments, I can remove hidden faces. Cause I’m trying to make a wall segment system. I need multiple meshes and I need to hide end faces if there’s a segment next to it, as that’s hidden faces/thus not needed.


If I remove FixedSize, it ā€œworksā€ but only on the first placement. If I try placing again it errors. So I need to create a new EditableMesh each time anyway. And with the example here, all these segments have end faces, which I don’t want. They’re hidden from the users, thus I don’t want them existing, as it’s useless drawcalls

And also, this doesn’t allow the mesh to be resized either. It needs to vertsatile, I need EditableMesh sizes to change, faces to be changed/removed/added on a whim

Then create editable only when player highlight the part and then load information about the part to this editable if it has faces or not then if you finish editing again write into the static.

Or if you are using only cubic parts it would be easier to just import six parts with removed faces.

The end goal is to have curved walls, that’s why I avoided parts.

This is basically what I was doing originally at the very beginning :sob: That’s why I saying if EditableMeshes are to be reliable and useable in actual games, these changes need to be made, otherwise they just become a parlour trick, no real world use case

Don’t give up.

Even with walls they should be static because as you claimed you want remove invisible walls but also static meshes needs less resources. So it is better to make those editables only with highlighted walls.
And I belive logic of walls is much more diofficult to create because u have to know wchich wall stick to neighbour wall. Exchanging editables to static should be easiest point of this.

I’m not quite sure what you mean by static meshes? As in they never change (created and that’s it?)

Isn’t the point of EM is to be ā€œEditableā€?

I can’t use base meshes, cause faces need to adjust. When walls meet at corners, their faces need to be resized/etc

Looks like Roblxo expected people will use editables for oceans which are needs thousands of triangles not for small parts.

Also word of note, this is perfectly fine on the server… I can generate hundreds of these meshes, no issues. But the second I move it to client it’s memory locked…

There is currently no point in running it on server as it doesn’t replicate that to clients, and since you can only edit meshes owned by you, and the fact that you can only run this on the client as of current, makes it completely pointless…

Like, since it has to be on client, I need the client to edit the mesh owned by my group, and then since the player doesn’t have permissions, they can’t edit it, what is the point of it then?
Edit: Ok stuff owned by group CAN be edited on the client by a person not inside the group, but my point still stands when its a player owned mesh…

I wish we could just get something that can only run on client and doesn’t have to use ASYNC to use, it’s so slow and if I am being honest, this filtering is pointless, as it’s really limiting proper developers who wants to utilize this tool, meanwhile people who wants to use this with bad intentions, can literally do it without this feature with just parts… I don’t get the point of why even just messing around with triangles has to be so limiting.

I wish we could just get two separate things, a normal mesh editing system without all the saving and filters. Keep the ā€œfiltersā€ to the ā€œsavingā€ part of this API, most of everyone isn’t going to try to save edited meshes anyways and just wants to either create their own shapes or do deformation to meshes.

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