I can confirm on my end too. Whatever you did in the past few hours, I’m definitely noticing a performance boost on all of my union and mesh-heavy games.
Not sure if you fixed it or not but it seems to work now. I had to reopen studio so much to the point that it made me log in through the browser, then my attempt after that was successful but just in case you haven’t fixed it on your side I’ll explain what I did:
Reopened studio, had to log in through browser due to logging on through studio too many times.
After studio was logged in, I opened my place and imported the meshes again, skipping the highest detail mesh this time, instead of importing in bulk. (Highest detail mesh was an Obj with 3,960 triangles)
The lower triangle count meshes uploaded fine, so I uploaded the highest detail one afterwards. It all was successful.
Note, I did put the rendering qualities on Level06 earlier.
I understand it was spotty, but currently I can not… use meshes at all? unless their collision fidelity doesnt matter anyway (in which case I would just use box), the new geometry is virtually unusable.
This faster loading is great for a physics based project I’m working on which will use Mesh Parts and Unions. Are there currently any plans for improvement on Mesh Part collisions?
MeshParts and Unions in ServerStorage should no longer replicate physics data to Clients when joining. They will only replicate physics data if they are moved to a container that Client needs to know about.
Does this also work if they are in ServerScriptService instead of ServerStorage?
Is there any particular reason the engineers would need to do this for ServerScriptService? If you have parts you want to store on only the server, then they should be placed in ServerStorage. ServerScriptService is designed for the secure storage of scripts and nothing more.