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What do you want to achieve?
Shadows on editable meshes. -
What is the issue?
They don’t cast shadows. -
What solutions have you tried so far?
Checking the CastShadow property plenty of times
Different mesh loading options
and many more i can’t remember
Are you able to recreate this with just a single part? Like try to make a single beveled part using the same code in a separate place and see if the problem persists. If it does, send us (or me personally if you’d rather keep it private) that separate place and I’ll try to look at it. Based on the description, I don’t really know what else to recommend at the moment.
Bevels.lua (2.9 KB)
bevel.obj (5.5 KB)
put the lua script in ReplicatedFirst
a meshpart with that obj file should be put in ReplicatedStorage.Assets.Bevels. it uses it as a base.
if my code is god awful i apologize lol, first time doing editable mesh stuff ever
Alright.. I’m striving more toward this somehow being a roblox bug, since even this super simple example fails to produce shadows
local AssetService = game:GetService("AssetService")
local meshpart = workspace:WaitForChild("MeshPart")
local mesh = AssetService:CreateEditableMeshAsync(meshpart.MeshContent)
local newMeshPart = AssetService:CreateMeshPartAsync(Content.fromObject(mesh))
newMeshPart.Anchored = true
newMeshPart.Parent = workspace
Don’t see any bug reports on this yet tho. I think I’ll look into it a bit more and if I don’t find an answer for it, I’ll make a report.
i see, well i appreciate your help ![]()
Here’s the bug report if you’re interested.
As far as I can tell right now, your best bet will be to run the mesh generation code in studio (i.e not in run mode), and if it still doesn’t have shadows, then publish the meshes using AssetService, in which case they should have shadows again.
Tho be careful not to ruin your map, since running things directly in studio can permanently delete stuff, even though Ctrl+Z usually still works.
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