MeshHandleAdornment object

As a Roblox developer, it is currently way too hard to adorn meshes to objects and GUIs.

As you can see in the Class Tree on the Developer Hub, HandleAdornments covers almost all our major adornment needs except one, meshes. The only way to do this now is to actually create or use an existing part in Workspace and add a mesh to it (or clone a MeshPart). This works, but there is still the problem of it being a physical object in the game with physics calculations being made. This is not a problem if the part is anchored, but sometimes you want a mesh to be “attached” (or “welded”) to a part. This requires a new part to be made that has the mesh inside of it and then offset it and weld the part to the base part. With an adornment for this, none of this would be necessary.

I think that there should be a new object MeshHandleAdornment as a part of the HandleAdornment family. This would allow developers to create unique effects in their UI and in general effects.

Use Cases:

  1. One use case is that a game that uses meshes as projectiles could use MeshHandleAdornment if they were doing custom movement.

  2. There are a few games out their that adorn models and meshes to GUI objects, but they are unnecessarily complicated (Tiny Tanks for example). And this is an open source one to see how complicated it gets:
    3D Roblox Backpack

  3. Effects where you want to weld an mesh to a certain object so it follows it around.

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