This is useful for when you’re working on a big CSG project and need to know what the triangle count is so that you don’t go over. But now that meshes are out, it’s not as useful to me as it would have been before. Though if I ever convert a union to a mesh, I could use this to see how much my asset improved in poly count. It’s a nice thing to have.
I want users to be able to use their own meshes for building in-game but need to regulate to make sure they don’t have too many triangles. For instance, @Maelstronomer could use this for Pilgrim Islands Reborn if he wants to limit player-made detail. A part count might not be enough since 50 5000 triangle meshes impact performance a lot more than 50 parts, so it’d be good to be able to make that differentiation.
Either way though, I’m super glad this is available to us now, even if it’s only for unions.
Does the triangle count start at 0 until the actual mesh loads or is it always the triangle count of the fully loaded mesh?
If it starts at 0, you could also use it to detect when a mesh has fully loaded.
It’s impossible to use ContentService to preload unions because the assetIds are not exposed to us. The closest thing we can do is put the union on-camera but at size 0,0,0 and hope it’s loaded when we need it.