MeshPart Unloading Issue


I’m working on a game and ran into this issue that only started happening after today’s ROBLOX update. It happens on both ROBLOX Studio and ROBLOX Player.

I do not want to link my game as it is not yet ready to be publicly viewed or announced, but I created a test place to showcase the bug.
MeshPartBoneVisualBugTest.rbxl (60.5 KB)

Basically, the bug is that MeshParts with Bone offsets that are far from the original source will unload when the camera is too far from facing the object.

From my testing, it seems to primarily affect MeshParts with Bones in them. I assume this was recently added as a performance update, but it had the unintended side effect of causing this issue. This is particularly problematic for my level of detail system, as I make extensive use of MeshPart Bones for the geometry as a tri count reduction method.

As far as I can tell, there are currently no ways to prevent this issue. Disabling StreamingEnabled, turning on Precise RenderFidelity, nothing I can find so far has been able to remove this visual glitch.

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We’re experiencing the same issue in our game with custom rigged models (using bones with/without Motor6Ds) where the entire model disappears when viewed from certain camera angles.

  1. if something shares the same Material (doesnt matter if it is MaterialVariant or normal roblox Materials) it will start glitching and cull in/out, once you change the material it will stop (possibly but i haven`t tested this fully since we need the materials)

  2. Disabling LevelOfDetail on the model makes the the popping behavior better, but doesn’t completely fix the disappearance in our case.

  3. Disabling just one Motor6D on the rig completely stops the glitch as far as I know.
    However, this isn’t a usable workaround since the rig requires all Motor6Ds for correct animation and structure.

  4. No matter how close or far away you are, it will cull/dissapear depending on a certain angle that you are viewing it at

This is extremely game-breaking in our case, since we need these custom avatars to be visible at all times!

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Hi. I’m reverting the feature that caused this issue. The old behavior should be restored in about an hour.

@DUCKSTZ would you be able to send me a copy of one of your custom rigged models? You can send it in a PM if you don’t want it to be public

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I’ve sent you a PM! with a repro and some videos attached to it!

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The revert should be done now. Please confirm that you don’t see the issue anymore

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Yep, looks like it’s fixed now. The culling doesn’t seem to happen in my game anymore, thanks!

If this culling feature comes back in the future, I think it could use an option for MeshParts to turn it off per instance.

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