Let scripts read MeshID

I’m trying to get the model scaling tool in my building plugin to work with MeshParts. The method I use to scale MeshParts under 0.2 studs involves copying the MeshID & TextureID into a new FileMesh. However, MeshID is unscriptable, so none of that works unless the user manually copies and pastes each MeshID into a FileMesh. That would be problematic ux for obvious reasons.

tl;dr can we have read access to MeshID?

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Seriously why wasn’t this a feature to begin with?!?

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I mean, they probably couldn’t come up with a use case that would justify the time+energy spent on implementing readonly.

I just don’t want to have to do this to SBS users.

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They said in v2 that meshes would be scriptable.

V2 isn’t exactly around the corner though. V2 is going to take a lot longer than switching MeshID and TextureID (if it’s also unscriptable) from locked to read-only. Based on what I read, the issue was setting the MeshId of MeshParts dynamically, so opening it up to be read should be fine.