In-experience CSG Performance and Robustness Improvements

Right now we simply box map the newly created PartOperation. It might make sense to preserve the UVs to not have the Decal move/shrink. There are a few details to figure out, but I agree with you that the current behavor is often not very useful.

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If you can figure it out, I’ve got a pretty interesting 2D terrain destruction game I’d love to cook up, which heavily relies on those UVs remaining & the decals on them not shifting around.

I have had another issue regarding unions. And I’m sure everyone has had this issue before.
Negating isn’t perfect and it always leaves out tiny tiny “flecks” on part borders even if the parts used to negate another part are sized and aligned absolutely perfectly with each other or with the part they’re negating.

In the first image is a oval shape that I’m negating from with a part and a wedge. In the second image the resulting union left out tiny bits that were on the borders between the part and the wedge. The oval I unioned next to it turned out completely fine. Its rng and its messing up with my games saving system.
Screenshot 2024-10-19 191834
Screenshot 2024-10-19 191844