EditableMeshes capped at 8 on client vs much larger cap on server?

I’m trying to work with EditableMesh generation, particularly client sided placement.

And for some reason, the server has no problems generating hundreds of EditableMeshes with relative ease. But the second I move this code client side, it breaks after 8…


Note, both client and server scripts are identical

Expected behavior

Client to function identical to server

A private message is associated with this bug report

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This behavior is by design. We’ve implemented a low memory budget for EM/EI to minimize impact on client performance, while Server, Studio, and Plugins operate with an unlimited memory budget. We’ll update the documentation to clarify this.

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Is this something that’d ever change?? This low of a budget basically prevents any use case I can think of for both EM/EI, as their only use case for me is user creating :melting_face:

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Or even, will replication work? Cause I mean, what I want to do, ideally I want the server to handle it all (I didn’t wanna have to do a tonna replication to all clients/etc) and that’d then solve my issue of limits being reached. But at the moment there’s 0 replication apart from a little box being visible :frowning:

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Yes!

We’re planning to gradually increase the memory budgets and add support for content replication. We’re also working on a way to make content static, in a way that won’t be limited by memory constraints.

While I can’t give an exact timeline just yet, please know that we’re actively working to make editables flexible and safe across all platforms.

Quick question, in the video most of the tiles seem to be using a similar mesh.
Would sharing the same EM across multiple mesh parts work for you?

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Well to a degree, yes. But my goal is to have this consistently updating. This was me more tryna stress test, but my end goal is player places a handful of segments at once and any already placed connecting segments would need to update too

I recently ran into this issue while updating my game and found that you can get around it by creating a single editable mesh and then constantly updating its vertexes and faces. This is a dirty solution but it generally works for now.

I agree, EditableMesh replication across clients from the server would be game changing.
I understand the safety implications, but there’s already workarounds for replication using RemoteEvents, so they might as well just make it a real feature.

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Any update on support for content replication? I know you said you couldn’t give an exact timeline yet but would it maybe be within the next year?

Thanks,

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In the same boat as you. Would love content replication for all clients once created on the server. Absolute game changer if they release it. Patiently waiting for update. :crossed_fingers: Hopefully it will release soon.