Edit: This has been provided by Pivot Points. Thanks @tnavarts!
As a Roblox developer, it is currently too difficult to manage resizing parts dynamically while maintaining their positions which may be constrained but are non-static. What I mean is that if I have some part following a path, and I decide to resize it, it will always resize symmetrically regardless if you use the size property or the :Resize() function. This is because the position is always being updated; it’s dynamic but constrained.
i.e., please let us set the part’s position origin so :Resize() actually becomes more capable. With it always being in the center, updating position now depends on how much the size has changed which sounds more hacky than anything - we’d have to keep track of initial sizes and compare to that every time a resize event occurs. A lot of overhead that can be cleanly avoided.
If Roblox is able to address this issue, it would improve my development experience because:
- There won’t be a hassle in trying to “make up” for the position when we try to resize parts along a certain face
- Rotation capabilities, no need for hinges if we want to freely rotate about some local origin
- It’s a lot more intuitive - we can already set the origin for 2D GUIs. There should be an analog for 3-dimensional objects
Also I’ll note that you can do some interesting things with special meshes but that sounds more like a workaround, and doesn’t offer the benefits I mentioned above. Not to mention, not every part ends up being a special mesh and it becomes more difficult to apply this to larger groups of objects.