So the other day, I had a crazy idea: what if I imported all of Manhattan into Roblox using Open Street Map data? So, that’s exactly what I did.
Using a Blender plugin, I first imported every building in Manhattan into Blender using a plugin called Blosm. Then, I batch exported each individual building as its own .fbx file. Finally, using Roblox Studio’s Asset Manager, I uploaded every .fbx file and inserted every building into the workspace (this took a painstaking amount of time to do, provided that Roblox limits you to 200 files per import). The result was a 1:1 recreation of Manhattan in Roblox.
The problem: there are more than 40k buildings, and each building has its own unique MeshID. Each time I load up Roblox Studio, it takes a very long time for each building to render.
So, call me crazy, but how can I go about optimizing the game?
Okay, I will try this. Do you know of a way to automate grouping the buildings in Blender, perhaps through a script? It would take a very long time to lasso select them while making sure that the groups don’t exceed Roblox Studio’s part size limit (2048,2048,2048)
Decimating shouldn’t be necessary. You can select all in edit mode, seperate by loose parts then set origin to Geometry for each individual building by selecting each building.