We are pleased to announce that CSG v3 (Constructive Solid Geometry) will exit beta and be released on August 25, 2022.
This is an in-experience release for the new backend framework. The framework was rewritten to allow us to move forward as v2 had severe limitations. With this update, each face will inherit the color of the donating object, instead of everything being the color of the base object when completing a CSG operation. There should be no impact to experiences at all, except for a possible performance uptick.
Please note that developers are not required to enable v3 as this is a fully compatible swap.
However, if you wish to test the beta before its full release on August 25, please sign up here, and let us know if you have any questions or concerns!
Honestly, the color-negating limitation chased me away from CSG for years. I kept using V1 up until V2 became mandatory. Are there any other improvements V3 brings, such as resolving loose edges/vertices? Because exporting a Union into Autodesk reveals a lot of microscopic gaps and extraneous geometry (merging by distance reduces the poly count considerably.)
I always thought it was caused by Studio’s algorithms trying to compensate for n-gons and other operation issues. Because Booleans in Maya don’t do that. Maybe it’s just a formatting issue between the two programs? Not a seamless transition (no pun intended!)
Pretty short and quick question, does V3 provide performance upgrades for high-part places & high-tri-unions? And if it does, do they apply to already existing parts and unions?
This is enabling CSGv3 for in game APIs (UnionAsync and SubtractAsync), not the studio APIs. There aren’t any targeted improvement targeted after high part places. Your question seems to be directed more at studio? Let me know if I’m reading this wrong.
So I have encountered a problem with what I can only suspect is an alignment issue having to do with the negate parts? But whenever I negate or try to union some specific unions that when I used V1 and V2 it was fine, however when I am using V3 there seems to be some issues here is an example:
We actually had this feature back with V1… as long as you didn’t run into errors trying to get a model, which you sometimes did more than not. I am glad to see it is back for V3 and exiting the beta.
I have issues with some older union parts not updating their collisions with CollisionFidelity property. I have to separate them manually then change all their part collisions and then union again. This is a huge issue for my game right now.
1:) Will we see client-sided support for CSG scripting? Having it on the server causes extreme delay.
2:) What is the performance difference between a union and a part? ie is it better to have 100 parts, or 1 union.
I’ve been running with the CSGv3 beta for so long, I didn’t even know it hadn’t been released. Great work on this! CSGv3 has become essential to my workflow because of how simple and efficient it is, and how it can create otherwise complex shapes in a split second.
Hi,
Is there any file format changes regarding the physics?
Currently we need to extract collision geometry data for some specific physics stuff in Phantom Forces.
Thanks!
If it’s happening in Blender too, then we can rule out a file format conversion bug when exporting into Autodesk. Which begs to question: Why would Roblox deliberately use unattached vertices? Is there some physics or rendering reason why everything is free-floating? I studied computer science and game design for 7 years, and I cannot think of any technical advantage this would provide.