MeshPartHeadsAndAccessories force breaks experience

Heya, I know we’ve had years to prepare for MeshPartHeadsAndAccessories, but we’ve been holding out until there is something to address the lack of functionality, specifically adjusting VertexColor:

This change was rolled out yesterday without the ability to revert and we’d like to request our experience be removed from this feature until we can commit time to creating a system using likely editableimages or surfaceappearances. Forcing this change without an accessible mesh color tinting system is extremely detrimental for our workflow.

(If anyone has any advise on how to recreate SpecialMesh.VertexColor please let us know!)

Experience: RoCitizens 🐰 | Play on Roblox
Development Place; https://www.roblox.com/games/4074515213/Development-Environment

1 Like

After deep diving on this issue, seems my only option is to replace MeshParts with SpecialMeshes in code. (Cannot create SurfaceAppearances on runtime, cannot utilize EditableImages, no other options.) However, something I cannot work around is detecting the SpecialMesh’s correct Size.

Most catalog accessories uploaded to the website had SpecialMesh sizes of (1, 1, 1) but others have (.5, .5, .5). Since the MeshPart is already scaled to match the SpecialMesh size, we cannot exactly recreate these meshes and are left guessing how large we should scale meshes.

One such hat is this one:


When we take the MeshId from the original and apply it to a SpecialMesh with a scale of 1,1,1, it appears like the image above.

Overall this change has left my experience broken with absolutely no way to rectify this, and no way to create backwards compatibility myself. People either get broken sized accessories or accessories they cannot color.

I think the only way to load an accessory’s SpecialMesh variant is to apply it to an R6 character’s HumanoidDescription, since R6 doesn’t support MeshPart heads/accessories.

You used to be able to use InsertService:LoadAsset() for this, but at some point this was silently changed to force the MeshPart variant.