Fidelity Engineer Plugin V.2.0 - Easier changes for performance optimizations

Creator Hub - DevForum

I’ve made a custom little plugin called Fidelity Engineer!

This was made as a quick project after I noticed many developers I work with and help with almost always forget to optimize their game with proper CollisionFidelity and other collision properties, typically resulting in unnecessary performance loss fixed as easy as it is caused.
So that’s why Fidelity Engineer exists! To remind those that a little bit more effort can make a noticeable change in performance while also making it a bit easier at the same time.


What can I expect from using Fidelity Engineer?

Well it’s not a super complicated plugin like the others you see here on the DevForum, it’s only purpose is to make it just a tad bit easier to change CollisionFidelity and other properties of mesh parts and more.

As for what you can expect, it’s nothing special, if you use the plugin correctly or CollisionFidelity in general then you can see a notieable difference in MeshPart and Union heavy environments.

Keep in mind the entire plugin is still in development, it is at a release stage, though it is not done, so expect a bug here and there


Why should I use the plugin and not just change CollisionFidelity normally?

Well honestly there is no MAJOR reason why, this plugin serves as a bookmark in a way to remind you “Hey! You can probably optimize this build.”

As for the smaller reasons why this plugin could be of use to you is I tried to make it as easy to use as possible, with templates for types of parts and the best choices of CollisionFidelity, CanCollide, CanQuery, and more for said parts.


Using Fidelity Engineer

Alright, enough yapping, here’s how you can use the plugin:

To start using Fidelity Engineer, go here to download the plugin entirely for free and install it inside of studio.

Once you’ve installed Fidelity Engineer, simply head on over to studio and press the “Plugins” tab on the top of your screen.

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Once you’ve got the plugin, go ahead and click on the Fidelity Engineer icon to open up the widget.

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You should then see the widget appear on the right side of your screen, you’ll be on the menu telling you to choose a tab to enter where you can then begin to edit objects easily.


How do I use it?

For using the plugin, simply click on either Properties or Templates (Settings is currently under work, so it won’t lead to anything worth your time)

When you click on the Properties tab, you’ll see a few options, these are no different than the properties under any typical object, however what’s just a little special about these is that you can change every object inside of anything in bulk with each button.

Each toggle will change every object inside of anything, if its a Basepart and you have one of it’s ancestors selected, you will end up modifying that Basepart, and of course you can modify Baseparts alone and one at a time.

Selecting Similar Objects will search the parent of the source part for parts with the same ClassName and Name as the first object you selected.

Selecting Very Similar Objects will search the parent of the source part for parts with the same properties below:
Parent, Size, Material, Transparency, Reflectance, Color, ClassName, and Name.

Clicking on the Templates tab will bring you to a list of buttons, named Non-Interactable, Low-Priority, Medium-Priority, and High-Priority.
These are more like categories that the part/s you have selected belong in, if a part won’t be interacted with directly by a player, then select the model the object is in or the object directly and click Non-Interactable, this will automatically set CanCollide, CanQuery, and so on based off the category.

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When hovering over any button, you’ll see a list of what will be toggled on and off and what CollisionFidelity will be set to.


Source Code

Yes, that’s right, the source code for this plugin is completely free to use for whatever reason you may want, downloading the .rbxm file below, you can drag the folder into your studio project and do whatever you want with the UI, plugin, code, all yours.

Fidelity EngineerV2.rbxm (32.0 KB)

Or, while inside of studio, you can run this in the Command Bar at the bottom of your screen.
(Keep in mind you’ll need to have the plugin enabled and installed while inside of studio)

game:GetService("InsertService"):LoadAsset(90513697860279, true).Parent = workspace

Quick Tip

You can see the CollisionFidelity in the viewport by going to the top left Cog icon, and then clicking Collision Fidelity in the drop down menu.

Remember, this entire plugin is still under passive development, which means you can request features and I read everything. so you can guarantee me seeing your request.


Credits
Aeresei/Fancy Ducc - Scripting, Most UI, Animations, Optimization Knowledge
Plasmix2 - Secondary UI, emotional support human

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