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

Even when the resamplemode is set to Pixelated the line is blurry. We really need a line width and anti-aliasing property for the :DrawLine() function. Otherwise we’re stuck making our own modules for line drawing using the :WritePixelsBuffer()

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I believe this example is not creating any faces, neither EditableMesh:AddTriangle() nor your local function addSharpQuad are called.

made my own module, wish the DrawLine() had this functionality already


EDIT:
ok was doing some messing around with the other functions and looks like :DrawImageTransformed() using a 1 pixel editableimage works kind of alright

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I created this wind effect using EditableMesh. The effect is applied to over 1,500 trees simultaneously in this demo and it runs pretty great!

Game: VertexWind Demo - Roblox

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The problem is that the identity verification system is disgusting. Not all country passports can be checked, which is very annoying and there is no way to confirm identity, for example through a video conference with a person dedicated for this purpose.

They ruined the API with the permissions thing, damn, now I can’t make my color palette, I can’t render the map (plugin I had made) and the only plugin I designed with this and it still works, miraculously they haven’t ruined it.

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What about :FindClosestVertex() though? Isn’t it supposed to be working regardless of the faces?

This is a bug, we’ll look into it. Thanks!

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Is this no longer possible?

I tried doing something similar, but after about 8 EditableMeshes are created it tells me I reached the memory budget limits. Not sure if I’m doing something wrong or if this is something new? I tried looking for a workaround without any luck.

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I’ve noticed missing shadows on meshes that are being edited, is this a known bug? I can provide a repro place if helpful.

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man that’s sick! I’m makin an animation editor too, can see you got zooming to work nicely and handle undo, redo stuff. The object system works so much nicer now to allow for the same image content on the frame thumbnails. GG

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This behavior is by design. EditableMesh is intended for collaborative co-creation within experiences and has limited interaction with the engine’s simulation features, including lighting. While a MeshPart with an EditableMesh as its content can receive lighting and shadows, it does not cast shadows and may be excluded from certain other lighting computations.

As per best practices, EditableMeshes are designed for temporary use during editing and creation phases, followed by publishing or converting to non-editable parts. The engine treats MeshParts with EditableMeshes as being in a “Preview” mode, meaning they are not recognized as standard parts. Therefore, we recommend not relying on the assumption that EditableMeshes function like traditional MeshParts that can be edited in real time.

The functionality to convert an EditableMesh to a non-editable part is not available yet, but we are actively working on it.

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Thank you. I’ve been doing this for months, my intention is to make a plugin so that developers can create 2D games (I already made pixel-based collision detection). I’m missing a lot, and with these changes everything is worse. roblox stuff

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Except most people aren’t using the editable apis for “collaborative co-creation”. We use it because it lets us manipulate images and models realtime

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I don’t get the need for extra moderation. Currently, people can do just as much if they import chunks of meshes, or in a drawing game, you can draw whatever you like. I have been using this API for projects that I now can’t access and work on due to ID verification. Overall this is quite disappointing.

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Is there a way to clone an EditableMesh without additional requests? I tend to get a 429 when creating a lot of EditableMeshes, even when I use existing EditableMesh content instead of asset IDs, which theoretically wouldn’t need additional requests.

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the simple solution is living with it, but the good solution is pestering roblox enough about their bad practices so that they change them.

this is the entire point of all our complaints about locking features behind an ID verification, to say “if you don’t like what is happening, just go to another engine” is a disregard to the opinions of the developers who are the core of the roblox engine and the foundation on which they thrive.

without the developers roblox is nothing, might at least be able to voice our complaints on such a useful engine for multiplayer games.

if there was any engine that had nearly the ease of use that roblox does for multiplayer, I’m pretty sure a vast chunk of the developer userbase would have already moved.

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This is exciting and all, but to see that it requires ID Verification to publish (and from what it looks like, even use in studio) is a bummer. I hope that lifting this restriction in the coming months is being considered. Thanks to all the developers who are working on bringing this brilliant feature to Roblox!

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Now this begins to shows why ID-verification is required…
But as I see, most developers use Editable assets NOT to upload them, but rather to generate something easier, what can be changed with alot of scenarios, or dynamic things like oceans. Assumptions that “Editables are temporary and you need publish them” breaks a lot of common senses, cause people compare them to regular meshes and images.

Even if you will take example which top post provided with car tire discs, you will see that this thing will have most likely only generatedable existance, and can’t be published, because in this case Roblox will be flooded with almost similar meshes, where rod count changed by 1, curve got extruded by 0.0001248950136 studs and such.

I ask you to read a bit what people did with Editables, and reconsider their usage once, twice or more times. No one will want to convert Editables to Static in 98% of cases, cause this will remove their flexibility.

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slight problem: they wont change it, so thats not a really good solution now is it?

also, you make a good point, roblox is probably the easiest to use engine.
its also the worst engine excluding things like scratch
this is why roblox gets so much hate in the programming sphere
its really easy to use, pretty fun actually, but its just so slow… so many times i run into performance issues
i still use roblox though, its just a nice break from all those other engines

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