I am submitting a bug report [upon request by Roblox staff] regarding a modeling issue involving cylinders and spheres - primarily the cylinders for post simplicity. The vertices on cylinders are in no way identical but are instead crooked and have discrepancies which makes modeling difficult in some standards.
I bring up spheres in this topic as well - When you create a sphere and perfectly align the position and rotation of a sphere with a cylinder, it will be unnoticable. However, if you rotate the sphere on any axis that it should still be unnoticable - even 45 degrees - it will poke out. Rotating a sphere on the end of a cylinder also causes this to occur unless it is at a 90 degree angle.
Expected behavior
Every face on the geometry of spheres and cylinders would be identical in size and shape.
They won’t change it. It’s been like this from day 1, and if it gets ‘fixed’ it would probably ruin the visual affects in many showcase places.
If you are really concerned, create a Mesh, or get Meshes from the toolbox that have sides that are all the same size and angle.
Like Scottifly said, this issue has been around for so long that changing it may genuinely break things, even though it seems like the smallest issue that wouldn’t be noticed if it was changed. It’s been so long that it’s simply evolved from a bug into a feature.
If you’re doing modelling that requires accuracy to that degree you’re better off using a custom made perfect mesh, as the model as it is hasn’t affected anyone enough to openly point it out let alone have any issue with it
(and generally you wouldn’t even notice these imperfections unless you’re using gigantic one piece cylinders or angling things along the straight sides very specifically for some very niche edge case)
Don’t get me wrong though by no means am I against this, having actually mathematically correct cylinders and spheres would be very nice to have.
they tried fixing cylinders and it ended up in spheres not pairing with cylinders right, because they did not update spheres. its probably because of the way spheres were made, but im not sure. All I know is there was a fix for cylinders but that got reverted fast.
There are 3 parts to the answer. Others in this thread have mentioned most of this, but I wanted to confirm.
First, why are cylinders nonuniformly spaced? As others have said, it’s in order to match cylinders and spheres exactly. If you overlay a sphere (gray) and a cylinder (yellow), you’ll see that the spacing matches exactly. This is important because many people union spheres and cylinders to make capsules, so they need to align.
Second, why not just change the sphere so that the 3 cross sections have uniform spacing? The last time we tried to do this, existing CSG parts changed, especially very complicated ones. There are several examples in this thread if you’re interested. The core problem was that old models had been computed with the old primitives, and if we change the primitives and recompute, they no longer look the same.
Third, would it be possible to keep the old primitives and use them for old CSG parts, but also create new primitives to use for new CSG parts? Yes, this is currently in our backlog. Unfortunately I don’t have an estimate for when this will be done.