Introducing in-experience Mesh & Image APIs [Studio Beta]

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.

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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)

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Okay this is insane… What the hell… WHY DID YOU NOT ADD THIS EARLIER???

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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:

  • Default materials seem to have tiling issues on EditableMesh, SurfaceAppearance works fine though
  • In play solo, unfolding a MeshPart in explorer that contains a rapidly changing EditableMesh causes crazy frame drops
  • Will we be able to change SurfaceAppearance maps at runtime in the future? It would be really nice to be able to use EditableImage for PBR as well

This is such an awesome and long awaited feature, can’t wait to see what everyone does with it.

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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

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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 :slight_smile:

(I will use this for my emulator projects soonTM :stuck_out_tongue: )

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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.

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I can see Jailbreak using something like this. This is actually very cool!

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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!

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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

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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?

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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.

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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)

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I’ve started months ago; would you want to work together?

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This is a really roundabout way of giving us the ability to write our own shaders, but I’ll absolutely take it. Just give us the ability to run code on the GPU and we’ll be cooking.

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You need to enable it in Beta Features > In experience Mesh & Image APIs

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As always, great work!
Once available in runtime it’ll allow for so many new experiences and improvements on existing ones aswell of course, not being constrained while working in drawing games will soon be a reality
No more sketchy part drawings or laggy frame pictures now its all REAL.

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I don’t think shaders are the intended use case lol. GPU code is really easy to shoot yourself in the foot with. I messed up a parameter in an OBS shader once and it grinded my system to a hault without an easy way to pull the plug. Plus Roblox deploys to 5 different graphics APIs simultaneously, each with their own quirks and caveats.

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How much you could do with these is beyond my comprehension.

My favorite retro games are the puppet combo ones, and now that I have the ability to make puppet combo-styled games and also make them performant with this, I will definitely make one soon.

Also, I never imagined that when I was considering creating a retro game, Roblox would add this.

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This is genuinely something I’ve been wanting for studio but I do have one issue…

Does this mean we wont be able to edit meshes that are from the toolbox? (If so thats fine) Or does it mean we cant make meshes we created (using this feature) public in the toolbox??? If so then I think you understand how we feel about that stuff… But besides that its a good update

Edit: Studio does not warn you if tri count is to high resulting in your studio freezing/crashing lol

1 Like