Thank you for the feedback, I’ve been meaning to do that for a while, I just updated it to have a stroke so should be good. I also fixed an issue where when there is no objects it shows as “nan” should just complete to 100% now.
@BrAlMeSo_Mc I watch this thread roughly every day, so if you or anyone has feedback/bug reports I can help out ASAP.
Edit: Also I apologize for it not being opensource, I’m using this plugin to help with funding for a game me and @PasantoThrime are working on.
Great plugin, and very useful! I’d love for a “search” feature next to the page selector, so I see how many triangles a specific mesh is, in a mesh kit for example.
Here’s a few issues I noticed when using it, though
Progress bar always displays 100%
Pressing scan while already scanning duplicates the menu
I was unable to replicate the first issue but I did notice that my previous changes didn’t save with the progress bar. The progress bar and percentage are linked by one variable now, so they should be exactly the same.
Fixed the scanning causing duplicates in the menu, button input when scanning will be ignored.
Last issue, was due to how I was handling the selection of SpecialMeshes and should be resolved.
A search feature does sound like a good idea and I will likely add one in the near future. I really appreciate the feedback and the time you took to report these issues to me, thank you very much!
Due to unfortunate circumstances, I can no longer have this plugin as paid. I apologize to those who had bought it beforehand and are seeing this now.
This is due to the new update to the Creator Store. Roblox has made it impossible to provide paid plugins with groups, and I don’t want to lose my current user base, so my only option is to make it free.
I hope everyone continues to enjoy what I’ve made and have it continue to help you guys as much as it’s helped me and @PasantoThrime’s game project Venturight. I will still continue to update when I get the time.
Sorry this took a while to come out, but I’ve finally added a search bar among a bunch of other QoL improvements
+ Added the ability to search
Changed the size of frames as they were way too big on 1080p screens (Trust me scale
does not work properly for this application, in some places it does, but for the most
part it does not)
+ Added some text to tell you what you actually scanned
+ Modified the hover frame to move around when it goes past the screen extents
+ Added some transparency to the hover frame, so it's not completely blocking stuff behind
+ Made changing pages cyclical so you can go from page 1 to the last page by going back and vice versa
+ Added (unsupported) for skinned meshes or meshes that calculate to 0 triangles
+ Fixed wedges reporting 10 triangles instead of 8
+ Switching to a new page now puts you at the top of the page
I believe that’s it, also added some stability and cleaned the code and made a colored highlight cause I thought the grey hover looked boring (we love colors.)
Hey the plugin isnt showing how many triangles specific meshes have.
REPORT THIS TO TRI CHASER DEVFORUM POST - Edit
21:26:13.688 EditableMesh API function disabled: GetTriangles - Studio
Roblox deprecated the function I was using to get the triangles and disabled it, so I’ve now swapped it out with the new one
Thank you so much for bringing this to my attention though I really appreciate it. Also thank you @Vulpine_Studios for bringing it to my attention as well.
Thank you so much for this plugin, it’s so useful. I’m just wondering if you could add something in the plugin where the amount of triangles doubles if a mesh part is doublesided? I was messing around with it and I notice that when I rescan a mesh and switch around it being doublesided or not, the triangle count does not change at all.
edit: Could there also be a setting to not count fully invisible parts? I have lots of invisible seats or parts that hold attachments in my builds and it seems to count towards the total triangle count. I don’t know if Roblox actually renders those triangles even if they’re invisible though so correct me if I’m wrong
So internally Roblox does not double the triangle count when you enabled double-sided although there is still a performance hit when done. However you do have a point for transparent meshes I’ll make it a point to add a button to enable/disable transparent meshes/baseparts.
There is still a performance hit with transparent meshes as the collision still exists and the mesh still has to get replicated (high triangle count will still effect network loading times), so not much of an issue with baseparts. Also the collision aspect of it, but in all fairness that’s not the goal of this plugin so I’ll add the button
Fixed to support new API changes, should work now, I’ll have to make a caching system tomorrow morning as they got rid of :Destroy() from the API, but for now it should work!
not sure if this happens to anyone else but i try to use the counter on my meshes (which use to work before roblox broke it) and for some reason im now getting this, not sure why its giving me the skinned mesh not supported
Hmm, that’s odd, are you sure you have the latest studio update? The (Skinned Mesh Not Support) will only pop up if it was unable to find any triangles for a Mesh.
Im on the newest update now it has started working however still does it every once in a while, or sometimes it would only count half of the model and not all of it
Yea it seems to be a permissions issue with the new beta change, on my own game I’m able to scan all the meshes, but the @PasantoThrime even though he published the assets are unable to see them
It’s unfortunate that Roblox’s recent permissions update to the EditableMesh and EditableImage APIs have currently left this plugin largely gutted, a huge use case this had was finding unoptimized meshes.