Full In-Experience Release of CSG v3

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.

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CSG V3 has been in Studio for months, so if the union was made in Studio recently, then that’s what CSG V3 gives.

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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.

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I think this is similar to my issue, is it effective? And how are you fixing that issue.

This will also occur in blender. Attempting to apply a subdivision modifier will obviously not work since the faces aren’t joined together.

Of course, a simple fix of this would be:

This also occurs for normal parts, characters, etc.

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Hi this is super awesome! I had some questions.

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.

You mean this?


What would exactly change?

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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.

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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.

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  1. This is something we want to do, are aware people want to have but it has some security implications preventing us from doing it the quick and easy way :slight_smile:
  2. From what I understand, from a rendering side, simple parts are better because they can be instanced. I’m not a rendering expert but if after checking, i hear something else, i will let you know. From a physics side, if objects are left to move independently, it’s much more expensive. If they are welded, it’s about the same.

EDIT: As usual, the answer for 2) is more complicated than it looks like at first glance. The issue is the different API requirements for efficient rendering. Unions need slightly newer APIs to render efficiently. Typically older devices don’t have the graphics feature support to handle optimal union rendering. That being said, considering unions will typically have less triangles and overdraw than a bag of parts, it might still be better to do unions. In other words… it’s complicated

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This really just swapping the engines for CSG. I’m not sure i understand your question though. If you want to clarify your issue, I might be able to give more insight (or forward to appropriate person)

CSGv3 had already been released in studio, the async APIs for in experience were still using V2 though

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All the place that signed up by this morning ~10 (with place urls or ids) have been enabled. I

@Tconnect Is this at all related to the fixes we had discussed in the other thread? It seems to indicate a full release pretty soon, but I don’t see any mention of the fixes to the alignment here, and someone in the thread appears to have reported some misalignments still.

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My question is this though: will Roblox ever attempt to make the CSG system more performant? As of now, meshes are still the superior way to have complex geometry in our games. While it is great that Roblox is chipping away at the performance issues of using CSG over meshes, it seems that there is still lots of work to be done. Is there are plans to try and get the CSG system to a point where they are almost as performant as meshes in the near future?

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Yes. This is the needed engine swap, performance increases are the next step(s)

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I’ve had this issue as well, I really want them to fix this.

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prob should use meshes over unions anyway

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Well, that’s the thing I would but I really don’t want to go out of my way to download blender and learn a whole new app or software to do something I’ve done for quite a bit, sorry if I sound a bit blunt.