Non-Uniform Union Scaling Beta

I have noticed that after enabling this beta feature, one of the unions in my game did break or “enlarge” examples shown below.

I will be attaching an RBXM file if it helps.

Notice the rotated square sign with the crossing, height, and obstruction decals.

Before:

Before Images



After:

After Images



This is also shown whilst in-game.

I also noticed that the minimum scaling for unions has gotten larger, as before, I had unions as thin as 0.005, now that has gotten bigger and the signs are now overlapping and are z-fighting as shown.

Z-fighting

RotatedSquare.rbxm (5.7 KB)

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When you resize it the smallest it lets you resize it on 1 axis would be 0.05 and not 0.001

Could you guys fix this? I have road markings that go 0.001 and some are unioned and it looks weird.

Yes, someone else reported this too and I’m looking into it. Seeing as some people were using letterbox scaling to “cheat” the minimum size, this would be a good time to modify that limit and it looks like it’s mostly a legacy leftover that we can remove.

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Why does this people start happening bug Roblox studio when they are building

Really neat! I use this to “flatten” the normals on a part before performing operations on it so that decals get project on the faces that I want them to. I then resize the part back afterwards.

Here’s a spray paint tool that I was working on.
Before (when used on sharp angles, the texture only gets projected on one of the sides):

After:

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Can use this for resizing ball parts instead of a ball mesh, heck, why stop there! Create yourself a hole collection of custom non uniform resizable parts!

Hell yeah! I haven’t used Roblox Studio in ages, and I’m really glad to see this feature. I’ve been waiting for it for as long as CSG’s existed.

I wish the UVs could be rescaled (or whatever’s causing this issue) like MeshParts, however. Though I’m sure something like that is coming in the future… right?

Fnally! I’m happy it’s now a feature!

Yes, in fact I already wrote a fix for this! It should be fixed in Studio v523 which releases on the 29th.

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Just an update on this feature: We did decide to go with a three-phase rollout for this.

Some time next month the Beta will be disabled and the functionality will be available in Studio and on production by enabling a three-phase rollout flag called “UnionsScaleNonuniformly” under your Workspace.

There will be a fresh announcement post with the planned schedule when the three-phase rollout becomes available.

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just noticed how the mesh deforms if the hitbox is off (yes i’m using a car as an example)

You can correct this by unioning a disjoint negative part to the union to adjust the bounding box orientation without changing the geometry. Note: What order you select the parts in before unioning determines which one’s orientation is used for the union.

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amazing new feature, love this!

in future could we see the same thing with parented objects aswell? Would be such a time saver!

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Non-Uniform Union Scaling is super cool :sunglasses:

As of today’s update:

  • Textures should tile correctly even on very nonuniformly scaled CSGs, no more stretching.

  • CSGs can now be scaled down to 0.001 studs on any axis. Removing the limitation to 0.05 studs was missed when doing the minimum part size changes because of the slightly different pipeline that CSGs use. This will introduce additional backwards compatibility concerns, where some CSGs that were scaled down as thin as possible may now appear thinner than intended.

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Wow. That’s incredible! I never thought I’d actually see the day something like this was made.

I agree, This would be a game changer for my dev team if they could optimize unions

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Still seeing the stretched UVs/distortion. Also panning the camera has them stuttering. Have CSGv2

Is this for newly created Unions or ones you created before I shipped the fix? The UV metadata is generated at the time you created the Union, so you’ll have to separate and reform any unions you created while it was broken to get the correct UV metadata which avoids stretching.

Correct, newly created unions. My only solution is to slap a texture on but that’s not what I need