Support and bumping this for extreme measures. I’m working on some “huge-world” game and “open-world” world with a lot of parts that need to be over the maximum limit to create less-lag if it could and don’t have to create more and more parts that are over the limit to stack on every side of a part.
Anyway, I had issues with having a lot of parts have the maximum size of 2048 at the
Z sides/axis as I have to convert or select the individual part(s) for a terrain material or brickcolor of a single/individual area for certain games; this would be a problem with games that use more than 12k studs all directions like one of the projects/open-world game that I’m working on that has a lot of area to be filled and made, but using a
SpecialMesh doesn’t and does solve the problem with larger areas but also some “lag” issues with using such an instance.
This also creates a problem as you’ve given as an example with a planet that needs to exceed the maximum limit, I also have one example which would be a large apocalypse game/map that would require parts to be > 2048 or < 2048 in most areas.
^ I can just use the new technique that Lua Draggers introduced, but that wouldn’t really matter too much as selecting one whole part instead of individual
BasePart(s) to select and change.
I really think that the limit should be 8192 by all sides, which would be a 4x the amount of the actual maximum of that part at the moment, and also to be much easier for a huge limit of the
BasePart overall, would improve my development experience a whole!