The real question is. Why does Roblox’s CSG system goof up so much. >.>
It’s purely for visuals. I replace the actual stair with a slope.
Negative parts might be the solution in this case, but that takes time.
Making a union of these stair parts to generate a slope-like collision is a horribly inefficient solution to this problem. This impacts performance so much more than if you were to just make the parts non-cancollide and add an invisible cancollide wedge over it. You really shouldn’t union parts together for that kind of reason (even better: don’t use unions at all if you can).
I hope this helps you
You’re saying those misalignments are caused by CSGv2?
That’s exactly what I said. Add an invisible slope.
What’s the reason for making a union out of this in that case?
Yes, that’s it.
Then I wouldn’t agree with that at all. CSGv1 also had those issues.
I can say it’s caused only by Floating Point, by the looks of it.
Yeah, ahaha. I’ve had problems with it in the past, now I just ignore them.
#MeshesForLife CSG is only good for bricks lol.
Yeah dude! I’ve been making lots of new meshes in Blender recently, although not top tier quality.
Keep going the more you learn the better and faster you’ll become!
Thanks Veov
No problem!
I believe that’s just one example. If you’d make more tests like these, you’d probably see that the version doesn’t affect it very much. Not sure though, maybe there is something with v2 that changes the shape or position slightly when unioning.
But I built a lot with v1, and I can tell from experience such misalignments happen mostly (if not only) because of number inaccuracies caused by Floating Point.
To get rid of the unnecessary triangles that are not visible to the player.
You do know making objects a union in Roblox causes them to add MORE triangles than before right?
The less surfaces there are, the less triangles I think.