OH MY GOD ITS HERE!!! THANK YOU GUYS SO MUCH!!!
Seriously, I’ve wanted this to be a feature for SO LONG!!! I’m excited to see what’s gonna be made!!
OH MY GOD ITS HERE!!! THANK YOU GUYS SO MUCH!!!
Seriously, I’ve wanted this to be a feature for SO LONG!!! I’m excited to see what’s gonna be made!!
It is impossible to overstate how big of a game changer this is.
Here’s a really simple use case. Unlike SpecialMeshes, MeshParts don’t have a VertexColor property which makes customizing them in-game painful. This has been a feature request for (at least) 6 years now. This is no longer an issue with EditableImages:
I did run into a bug while setting this up. If you parent an EditableImage directly to a MeshPart, it will render black. You have to parent it to a UI instance first (e.g. ImageLabel) and then parent it back to the MeshPart for it to render.
This is exactly what I’ve been waiting for for years. I’ll no longer have to waste my time with wedge triangles and thousands of image labels for something that never changes.
Would be awesome if both editable meshes and images had the ability to reflect a primary editable mesh/image. So you could change the primary instance and have all the secondary ones apply the change without having to listen to Changed and GetPropertyChanged signals. Would allow for a simple way to create animated textures like ones found in Minecraft.
Omg the timing of this is impeccable. I can finally make a rig editor plugin work in Roblox!
EditableImage is such a cool feature, was working on things months before it even officially went into the LIVE channel… For example a real-time 3d engine, n-body simulations, a path tracer and whatever else I could think of in that time.
I really hope EditableImage gets some new API for updating specific pixels, currently using :WritePixels forces every given pixel to change even if it didn’t need to.
Really excited to use this in live games!
I’ve noticed this as well. This has been an issue for quite a while now.
No way! What is it with Roblox this year? From the new RemoteEvent type, buffer library, asset updates and now this?? Sheesh!
I’ve noticed that Studio does not warn you if the triangle or vertex count is too high. This results in studio freezing and consuming an immense amount of RAM.
How would real-time moderation work, and should I be fearful over getting warned for images or meshes being falsely flagged by moderation?
(but thats a cool feature)
Okay this is insane… What the hell… WHY DID YOU NOT ADD THIS EARLIER???
I’m loving this update so far, its power cannot be understated. I made some “water” with EditableMesh without bones, just noise and UV scrolling. No idea how performant it would be at scale but I still think it’s cool.
Some notes:
This is such an awesome and long awaited feature, can’t wait to see what everyone does with it.
this would be cool on any other platform but roblox. main reason for this is the horrendous moderation. this is chat spoofing all over again
Amazing! I can’t wait for the full release. This will help optimize so many renders that were made using frames or parts before. Although the resolution isn’t directly higher it will certainty be more performant and its always possible to stack them
(I will use this for my emulator projects soonTM )
Is this in the roadmap? Because if it is this will unlock a lot of new types of games that can be built. I have one in mind that has just been waiting for this feature.
I can see Jailbreak using something like this. This is actually very cool!
Christmas came early this year, or what! Can’t wait to see what we can do with this, it unlocks so much more creativity and freedom! So much potential! Can’t wait for this to be stable and fully rolled out!
genuinely so happy to see this finally released. words cannot describe how huge this update is and the many limitations its going to unlock when this becomes public. and although modifying mesh is a huge benefit from this. i’m especially hyped for both uv and image manipulation. this is genuinely going to be a game changer.
thank you to everyone that worked on this. you guys just unlocked a whole new level to roblox development
I keep getting the error EditableMesh:CreateMeshPart is not enabled
whenever I try to build a mesh.
Code is just:
Instance.new("EditableMesh"):CreateMeshPartAsync(Enum.CollisionFidelity.Default)
Creating an EditableMesh from an existing MeshPart works fine. Can you not do this yet, or am I missing something?
I’m well aware of some of these limitations actually.
But considering I mostly target PC / console / high-end platforms and do a lot of things client-side (I make solo / client-focused games mostly) I could GREATLY benefit from these features.
Even if only a small amount of people might actually end up being able to make use out of it, it would still help a ton.
Compressed textures or not, just being able to read a single pixel could already make a lot of things less painful for me to do.
Compressed pixels won’t be a problem for me, I can account for it with some basic math. The difference in pixel colors is likely negligible.
You can read all pixels at once like this:
MyImage:ReadPixels(Vector2.zero, MyImage.Size)
You can change the Size to select how much area you want to Read.
And you can also WritePixels all at once:
MyImage:WritePixels(Vector2.zero, PixelsTable)