As a developer, it is hard to work with editableMeshes and editableTextures in Roblox because the current asset permission system requires users to carefully upload assets into the correct inventory associated with the entity that owns the game or experience. This process is easy to get wrong, even when the user has permissions to both inventories, and it creates unnecessary friction when managing assets across group and personal inventories.
Additionally, publicly shared editableMeshes and editableTextures are completely inaccessible for reading, even when they are already present and used within an experience. This is especially limiting for plugin developers and advanced use cases. For example, I created RoRender - a 2D orthographic rendering tool for generating stylized mini-maps. Users often want to utilize assets they did not personally upload, such as those from build kits or asset packs, but my program cannot access the texture or vertex data from these editableMeshes and editableTextures, despite the assets being available in the experience. Currently, my fallback strategy is to use the MeshPart color, which works for very simple assets but is inadequate in most cases.
If Roblox is able to address this issue, it would significantly improve my development experience. Publicly shared Meshes and their associated Textures are already widely distributed across the Roblox ecosystem and are frequently shared between many games. Restricting the ability to read from these assets makes it unnecessarily difficult for developers to build tools and features that leverage existing content.
Suggestion: Allowing read-only access to asset data would make it much easier to create tools like mine, and would also help resolve many of the permissions challenges developers face when working with public assets.