Why is the SetVertexColor deprecated? Is there a new function to change the color of the editable meshes?
Yes, sorry for the confusing changes. We will have a message about the new methods soon, still finishing up documentation for the new methods.
So with trust and safety issues, would using a LOT of EditableImages be a problem?
I have a border system that is rendered using them, but i need a large grid of them to make it work. These are generated in game, and are never uploaded however.
My concern is an automated moderation system that could potentially delete some of the auto generated borders, will this be a problem?
Example:
The new :SetFaceColors
method is less performant than its predecessor (:SetVertexColor
). I’m pretty sure this is due to it requiring a table of colors. it would be better if the method accepted colors as a vararg (faceId: number, ...: Color3)
or as 3 seperate arguments (faceId: number, colorId1: Color3, colorId2: Color3, colorId3: Color3)
.
I have a terrain generator which uses EditableMesh and when I use the new :SetFaceColors
method it generates in .8
seconds - but with the old/current :SetVertexColor
method it generates in .5
seconds.
I agree, I would also wish they would do this with methods that take Vector3
s as inputs as well, but maybe they are forced to follow this format. Either way, requiring tables/objects for inputs will never be as performant as straight data, especially in a non-compiled language like Lua.
When I say with Vector3
s here, I just mean separate the X, Y and Z so you don’t have to create a new object every time.
Doesn’t :SetFaceColors Change The colours for the triangle and :SetVertexColor the colour of one Vertex?
Btw, when I try to use some functions for the editablemesh like: :RemoveFace()
or :GetFaceVertices()
I get this error:
Is that just because the api is not finished yet or is it a mistake on my end?
Could we get even a very rough ETA as to when editable meshes / images will be available in live experiences?