Lots of parts or unions for landscape?

Is the performance cost that big? Should i just learn blender and make everything with it?

The issue with using MeshParts for terrain is that usually while the valleys render properly, when you try to walk through them you end up walking on the “Collision” of the Mesh and end up walking above the ground.

Why not use Terrain?

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Terrain just wouldn’t match the asthetic too well, that said most of the part heavy sections aren’t actually touched by the player too often so collision fidelity is not a top priority.

If it’s fairly simple terrain just use Parts. They are pretty well optimized for performance.

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I wouldn’t use unions for big things or a lot of them, it could be better now but I used to do a lot of unions etc for stuff when they were new, and found when I was near them in play test my fps would drop.

Lots of parts could also have a bit of an impact, depending on what type of landscape your going for, If you’re going for a “low poly look” it might be fine. There are good plug-ins to make terrain
Atrazine's Terrain Plugin V2 - Roblox is a good one, but just make sure the area you are working on is how you want it before closing out of studio as you can’t edit it after.

Blender is a good tool, you could use it to make cliff faces, or other assets to put in places, it does take a bit to learn though.

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Would this still count?

How big is each Part (on average) in each Pentarow?
If each is pretty large then having a lot of Parts spaced out isn’t too bad. If they are really small and players won’t be interacting with them just make them CanCollide and CanTouch off and put 1 large CanCollide Part in front of them all to keep players from walking through it.

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theyre 4-8 studs on each axis, tat makes sense thanks :pray: