In blender you can remove any faces, vertices, egdes that is inside of the model
This won’t help, roblox part’s are already optimized and have very few poly. This will not resolve his issue.
Basically, removing these things (This is the inside of a map)
These parts need to stay , as their outside parts are required, however, you could remove most of these by simple having them share vertices with another part
This will not impact the performance of the game in general. This will cause great work, but little results.
Here is what will help your game:
- StreamingEnabled
- Setting RenderFidelity to Automatic for meshes and unions.
You can run this script in the command bar to set them all to Automatic
function Search( Obj )
if Obj:IsA("MeshPart") or Obj:IsA("UnionOperation") then
Obj.RenderFidelity = "Automatic"
end
for Ind, Val in pairs( Obj:children( ) ) do
Search( Val )
end
end
Search( workspace )
- Reduce the use of unions (If you are unioning un-needed parts, don’t. Roblox calculates your Union’s poly. Even simple objects can receive more poly than they deserve)
have I been lied to? ;-;
everyone tells me those cause performance issues : P
Also do notice one of the important thing is client memory usage
They do not cause major performance issues, the key helpers to affect performance would be in my reply.
Now I dont know who got the correct answer ;-;
My game has a building aspect to it, would that be affected by StreamingEnabled?
Oh hey lucky me I found a big topic about meshes and stuff
StreamingEnabled is similar to culling. It loads chunks of the map depending on the character position. This feature will help your game’s performance, along with my other solutions.
I ran this code, and studio immediately froze. Is this normal?
This code will likely freeze your game for a few seconds, let it run the entire code and the game will unfreeze.
Yeah, it just unfroze as I got your message.
Basically, what that did is set all UnionOperators and mesh’s RenderFidelity to Automatic. This makes sure that parts are rendered based on the character position. You don’t need a high level of render when you cannot see a part.
What should the minimum and maximum radius be for this?
wait your code says meshparts and union operations, would that still effect normal parts?
Normal parts don’t have a RenderFidelity option. It’s only for advanced objects like meshes or unions.
It depends on your game. I would play around with it. The maximum value is how far the game loads in parts based on your character position.
So frank would still have to union or mesh all the parts in their game