Roblox changed the way bounding boxes work with cylinders versus other parts. In the video shown, the cube on the left has the proper bounding box scale behavior based on the size of each axis; however, the cylinder on the right maintains its 1x1 bounding box. The bounding box only adjusts itself to the proper size if the X and Z axes are changed in unison to the desired scale. Studio bounding boxes for cylinders used to behave similarly to the cube shown in the video; however, it seems this isn’t the case anymore. This is extremely frustrating when working with small snapping points (like 0.025 studs, for example). When scaling to fit tight, confined spaces, it’s hard to tell how long the cylinder is on one axis versus the other.
Expected behavior
The bounding boxes of cylinder parts should act the same as cube parts - scaling based on the size of the object itself, not how it appears in the workspace.
Not really a bug though. The bounding box of the Cylinder now shows exactly how big the physical bounding box truly is.
Yes, the old way showed you the difference in axes sizes, but most of us probably have our Properties tab open when we build so we can see the size difference of the selected item right away.
I thought this at first when the change was pushed, but for things like bevelling, it’s really nice to visualize the predicted size of the cylinder on the Y axis before you fully size the X. It’s also really useful for lining up the cylinders so they are flush with block parts. Using collisions as the justification for this change is not really valid because you can literally see the physical cylinder (AKA where the collisions actually are). I don’t think people expect a cylinder with excess Y and X scaling to have collisions any different from one with none.
I understand that the properties tab showcases the different Instance sizes per axis, but it’s hard for those visually wanting to see the difference in size for scaling purposes. While understanding the sizes based on numbers is great, it’s also good to SEE the size of the Instance through the bounding boxes, even if it doesn’t match the way it’s rendered as a cylinder. This post (which you appear to have seen already) discusses it in more detail; not all builders rely solely on numbers in the properties tab.
This change / bug has been bothering me to an extraordinary degree since it was changed nearly a year ago. As @CowCreateGames put best,
This issue is a huge annoyance and is not convenient in any way no matter how intuitive it may seem on paper. And no; it’s not a “you’ll get used to it” thing. I’ve been trying to get used to it and it’s still in the engine bothering me to this day and causing issues. This implementation wasted an hour of my time literally yesterday.
The ability to visually see if the cylinder was a uniform size on both axes was a huge upside of the previous system which begs the question; If the replacement behavior is less intuitive than the original behavior it’s replacing, is it a bug? I would say yes.
It’s also unfair that this was filed as a “ticket to their internal database” SEVEN months ago and no word has been made about it since. I have been pissed off about this change since the day that they made it, and it was never fixed because some bogus ticket was filed killing the topic.
please actually fix this or add an alternative for people like me
Fortunately, no argument required, I agree that the new behavior is worse. For the record, this was mostly an unintended side-effect of supporting MeshParts with off-center CFrames.
If you check again the bounding box for spheres / cylinders has returned to representing the size property rather than the physical extent.