[quote] CanCollide=false
Giving arbitrary box collisions for arbitrary objects was a bad idea to begin with. Why should it default into box physics? You can still customize your CSG object collisions just as much as you could before if you set “CanCollide=false” and weld a custom object to it. [/quote]
But what about .Touched and .TouchEnded and other similar events?
Even with CanCollide turned off, we’ll still need the heavy work of calculating whether or not two baseparts collides.
(I must admit, I have yet to get a working demo place, though when I did crash into other players with uncancollided CSG parts on, it lagged, as if I was climbing a model of 1000 tiny parts or more, on the size of a bush or coffee machine in ROBLOX)
I even thought of making a thread for this sole reason, though I’ll just put it here:
[quote=“As8D”]Hi there!
I have as of recently noticed that even while having an UnionOperation’s CanCollide property set to false will still produce an intensive work for the physics part of ROBLOX - or something I don’t know - since I only experienced that when colliding two or more players’ characters together, while having unanchored unionoperations would give some nasty results. That, and trying to collide with other objects with dynamically moving unionoperations.
[size=5]What is my problem[/size]
Currently, I have a game where characters are given outfit composed by CSG unions and parts. These are neither cancollided nor anchored, but are welded to the respective body limbs.
[size=5]Thesis about what’s going on[/size]
Even with CanCollide off, the clients uses a long time to process the movement and physics interactions with their characters and the world (or other characters). With only 8 UnionOperations, where a couple of 2-4 Parts are included, the result is significant, and might end up catastrophic for what I’m doing.
Discussing on the Unofficial RBXDev Skype Lounge, it was noted that the .Touched event of UnionOperations does not care about whether or not CanCollide is ticked off, which might result in extensive processing power to calculate whether or not two parts have collided.
[size=5]What I suggest[/size]
The reason I put this thread in [strike]Client Features[/strike] [sup](Eh, now it’s a reply to a thread)[/sup], is that something needs to be done in order to let us have smooth gameplay while allowing advanced shapes in dynamic, if those are not meant to be used in extensive calculations.
My proposal hereby is to let us toggle whether or not the .Touched event and other similar functionality using the collisionbox or visual respresentation of the UnionOperation to work properly.
Simply put; Add a toggle in the properties of an UnionOperation, .SimpleHitbox (or another name), which is per default toggled off, and will greatly reduce the processing power on that particular object if toggled on. B) [/quote]
Edit: here’s a… not sure if it’s a demo place. The actual slowness caused by CSG unions colliding happened inside a closed-testing place. The content in this demo place should be much of the same as from the closed testing place, without using too much from it.
http://www.roblox.com/CSG-physics-place?id=191059107