Will this feature be coming to MacOS?
It was released much faster than I expected! Looking forward to mobile compatibility.
Lovely feature, great to see that ROBLOX is starting to roll out more performance updates. Can’t wait for this to be released to Mobile.
if this doesn’t allow for higher quality assets in mobile, then that’s dissapointing.
That’s odd, I noticed that it only happens if you set the transparency of the part to 0.01000002073125 or higher
do you misunderstood smthing? this have no relative with the topic
this is related to occlusion culling.
Can we get an option to disable Occlusion Culling on specific instances? I have an issue where a meshpart is being occluded, resulting in a larger editablemesh being culled from rendering.
Just came here to post about this.
Working with EditableMeshes is a disaster
Yeah the issues with occlusion culling are making my game unplayable.
REALLY PROMESING ! i thought LoD rendering would be the optimization path roblox would take but this is another way to make it true
There’s still countless issues with this feature still effecting me, such as incredibly poor culling of editable meshes, and visible glitching, I am concerned that such an ‘early’ state feature doesn’t have a disable option
Dawg, was this occlusion culling feature made in 4 seconds? Why on earth am I experiencing such simple issues, let alone not providing developers the ability to disable such a broken feature,???
Editable meshs??? did we just forget about them?
Both features were in beta at the same time, the occlusion culling is working as it should - the bounds of the mesh realistically shouldn’t go outside of the bounds of the MeshPart itself (ie- putting triangles outside of the immediate size of the MeshPart itself)
I do agree though, why was there no consideration in us disabling this feature for certain parts?
Is there a API or any properties or documentation as programmers can we utilise this or change it to our own specific needs or would we have to create a entirely different system?
I have an editablemesh being culled where vertices do not exceed mesh bounds.
was wondering the same thing! hopefully we see it soon
Occlusion culling is now enabled on all platforms except Android — we’ll keep you updated once it’s rolled out. Thank you!