Hi!
Say for example if I have a row of individual parts (totaling around 300 parts) is there a benefit to converting this to one mesh? Would it reduce triangle counts, or make the game performance better? Any benefits to this?
Collisions will not be an issue as it will be cancollide = false.
Tri count reduction - Roblox parts are famously horrible tri-wise
Instance trimming - More objects in the world (instances) the longer it takes for your game to fully load.
The question to whenever or not to trim count is up to you and your game. At the end of the day, you need to find a balance for detail, instance count and triangles rendered in by the client that you want to showcase to the players.
Fun fact - even if you disable collisions it’s still a better idea to change the collisions to box. From personal experiments, it tends to further save on memory.
With large groups of parts, the computing power required to load them individually is significantly more than what would be required to load the asset as a mesh. Assuming you optimize the mesh by removing unnecessary faces, required computing power would lower even more.
Especially in today’s age with how many functions and plugins we have at our disposal, it is good practice to convert any union or high density part items within your game. This will make your experience run faster, and loading times will lower, leading to higher player retention.