After what is over a month now of struggling with CSG size constraints our game no longer loads. So I’ve been forced to break down our array of guns into common smaller csg parts to reduce the file size. Part of this involves un-unioning existing CSGs (for complicated reason original models aren’t suitable) but 5/10 times in complex models this causes a studio crash.
So, I’d just like to point out that some admins were wondering why uber gigantic file sizes were a bad thing aside from uploading :?
This has been happening since the dawn of CSG (crashing when de-unioning) – since it’s preventing your game from being loaded rather than uploaded, this is an issue with the client not wanting to download the large amount of MeshData. Yes, unions should be able to be de-unioned, otherwise there isn’t even a point for de-unioning, but in the meantime:
Try leaving all of that stuff in the ServerStorage – all of your unions. Then as a quick test, try to play the game. Is it allowing you to join, or is it not and this is some server fit where it doesn’t want to load the unions itself? If it works, then try slowly parenting each union to the ReplicatedStorage when you join. If you’re able to get all of them parented to the ReplicatedStorage, parent them all to the workspace slowly. If you’re able to do this, it might just be a data overload at the beginning of the game. Let me know the results. Depending on the results, I might have a way for you to use all of those unions and still have it load.
I encounter crashes more times than not when de-unioning, so i try to avoid in entirely. I’m not even making super complex models, simple 5 part de-union operations can crash.
[quote] So, I’d just like to point out that some admins were wondering why uber gigantic file sizes were a bad thing aside from uploading :?
This has been happening since the dawn of CSG (crashing when de-unioning) – since it’s preventing your game from being loaded rather than uploaded, this is an issue with the client not wanting to download the large amount of MeshData. Yes, unions should be able to be de-unioned, otherwise there isn’t even a point for de-unioning, but in the meantime:
Try leaving all of that stuff in the ServerStorage – all of your unions. Then as a quick test, try to play the game. Is it allowing you to join, or is it not and this is some server fit where it doesn’t want to load the unions itself? If it works, then try slowly parenting each union to the ReplicatedStorage when you join. If you’re able to get all of them parented to the ReplicatedStorage, parent them all to the workspace slowly. If you’re able to do this, it might just be a data overload at the beginning of the game. Let me know the results. Depending on the results, I might have a way for you to use all of those unions and still have it load. [/quote]
Thanks for trying to help but that’s incorrect. It’s not uncommon for something to fail to upload when it has a large file size, it’s better than it used to be but still not common. We have to remove our CSGs when uploading for test. Your solution isn’t really a solution in that all it’s trying to do is find the limit you can add. I don’t want to find a limit now, I want to completely remake my stuff so I can fit it all in. CSGs freezing is stopping me.