Quick way to check tri count of geometry

When using free assets such as meshes, I like to check their tri count to make sure they’re not too high (since that is a common issue). I think it would also be helpful in general to be able to measure the tri count of unions; default geometry such as blocks, cyclinders, spheres, etc.; and to measure it for entire models as well. I just want to quickly get an idea of how expensive the stuff I’m looking at will be to render.

It is hard to check this in studio atm, because it requires indirectly using the total scene tri count debug info w/ the desired geometry present/not-present in Workspace, and also because the studio selection feature contributes to the total tri count which makes it even harder to work with.

Even just a little readonly value in the properties widget telling you the total tri count under the selection would be helpful!

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PartOperations (CSG parts) have a TriangleCount property. MeshParts have a “VertexCount” property. It makes no sense why this wouldn’t be backwards, since nobody needs to check the vertex count for a Union, but everyone would need to check the triangle count for a mesh.

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Ohh I didn’t know about PartOperation.TriangleCount. It looks to always be zero though… And MeshParts do not have a VertexCount property from what I can see? Though you could obtain that information from importing it into an EditableMesh.

…not accessible to us. Even weirder. Still, we so need a TriCount property for meshes

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You can quickly check the tri count of any model, mesh, etc in Roblox with the “Render” option under View

Screenshot 2025-04-15 at 10.29.14 AM

Screenshot 2025-04-15 at 10.28.33 AM

Yeah, I mentioned that:

It is hard to check this in studio atm, because it requires indirectly using the total scene tri count debug info w/ the desired geometry present/not-present in Workspace, and also because the studio selection feature contributes to the total tri count which makes it even harder to work with.

1 Like