Occasionally, and when the centre of the mesh part (I believe) is obstructed, the mesh part will de-render, causing weird glitching visuals.
Expected behavior
I was originally under the impression that occlusion culling was disabled on editable-mesh instances (mesh parts with editable-meshes as there content), but i must be wrong, unless the issue I’m seeing regards something separate that’s not regarding occlusion culling, i can confirm that it is not a fault of my own doing/i didn’t program it in.
A private message is associated with this bug report
Edit:
Are you kidding me, why do we half-ass occlusion culling features, only to not let developers disable it. Guys… Can we do better then this please?
Its clearly occluding the mesh if the centre of the mesh is hidden behind an object, not if the ENTIRE mesh is… I thought this occluding feature was DISABLED for editable meshes.?
I UNDERSTAND that this issue has been mentioned, but have we seriously not added a way to disable occlusion culling?
editableMesh:AddVertex(Vector.new(0,0,0) --for all of them
editableMesh:AddTriangle(v1,v2,v3)
local meshContent = Content.fromObject(editableMesh)
local mesh = AssetService:CreateMeshPartAsync(meshContent, nil)
editableMesh:SetPosition(vertex,Vector3.new(5435,34534,2313) --set all positions using this
mesh.Size=Vector3.new(1,1,1)
Tried your solution, however all the sudden things are not lining up, and in all honesty i can’t really be bothered to fix it, however, the good news is that your solution did fix the issue, they stopped rendering out, however, it came with said caveats.
Now, assuming roblox plans on fixing it, i think I’m in the clear?
Thanks for the report and the detailed repro instructions!
We have a fix that will ignore EditableMeshes during occlusion culling. We are currently waiting for the appropriate version of the clients and studio to roll out in production to enable the fix.
May i have question? Why editables meshes are not visible on the client side If I create them via server script? Collision works but mesh is not visible.
The EditableMesh does not replicates from server to client today, while physics collision geometry of MeshPart replicates, as it always does. So if you have server side EditableMesh applied to a MeshPart, you could get inconsistent rendering mesh and collision geometry on the client side.
I would recommend use only client side EditableMesh applied to MeshPart today. Or you could use remoteEvents to manually replicate EditableMesh from server to client if you really want to, although I would not recommend doing so. , as things could get really messy once we release server to client replication.
We are working on the replications, so please stay tuned.
A new patch was just pushed, as I’m sure you know! I was curious if this fix was added within it? There is nothing logged about it, albeit, not sure if this is something that’s worth noting.