[FREE] Tri Chaser - Mesh Triangle counter

This is very useful to optimize maps that may cause performance issues for players. Thank you so much!

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This looks really helpful. I have a question though, does this plugin use parallel threads for counting the tris?

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Yes indeed it does use parallel threads for counting triangles, previously it didnā€™t but in the latest update it does, thatā€™s why itā€™s faster and can no longer be cancelled.

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Hi
Could you possibly change the color of the ā€˜x amountā€™ text?
image

It can be seen if you scale the widget, but itā€™s a minor annoyance.

Would it be possible to have a value where you can see the individual number of triangles per mesh, not the total amount of triangles?

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Woah, Iā€™m going to Need to look into this!

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Yeah, text should have a stroke.
Sad itā€™s not opensourced, since itā€™s so ez to fix lol.

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Thank you for the feedback, Iā€™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 ā€œnanā€ 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, Iā€™m using this plugin to help with funding for a game me and @PasantoThrime are working on.

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Great plugin, and very useful! Iā€™d love for a ā€œsearchā€ feature next to the page selector, so I see how many triangles a specific mesh is, in a mesh kit for example.

Hereā€™s a few issues I noticed when using it, though

Progress bar always displays 100%

RobloxStudioBeta_y9Xlr0USan

Pressing scan while already scanning duplicates the menu

Trying to select a mesh that's parented to ServerStorage errors

Not exactly sure if thats whats causing this though.
RobloxStudioBeta_0hs2W4q9NR

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I was unable to replicate the first issue but I did notice that my previous changes didnā€™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 :slight_smile: 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!

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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 donā€™t want to lose my current user base, so my only option is to make it free.

I hope everyone continues to enjoy what Iā€™ve made and have it continue to help you guys as much as itā€™s helped me and @PasantoThrimeā€™s game project Venturight. I will still continue to update when I get the time.

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reovultionary, youā€™re the best scripter on code-help :heart_eyes:

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Nice plug-in, this should be built into studio, Roblox should buy this from you.

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Sorry this took a while to come out, but Iā€™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 thatā€™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.)

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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

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Iā€™m so sorry Tri Chaser is broken atm Roblox broke another one of my plugins :sob:

Iā€™m going to look for a workaround in the meantime but for now itā€™s broken Iā€™m so sorry for this.

And we are backā€¦

Roblox deprecated the function I was using to get the triangles and disabled it, so Iā€™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.

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Thank you so much for this plugin, itā€™s so useful. Iā€™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 donā€™t know if Roblox actually renders those triangles even if theyā€™re invisible though so correct me if Iā€™m wrong :pray:

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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 Iā€™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 thatā€™s not the goal of this plugin so Iā€™ll add the button

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Fixed to support new API changes, should work now, Iā€™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

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