0.05 thickness on the left, 0.001 thickness on the right
Visual Size vs Actual Collision
The only catch is that while a part can be smaller visually, the physical collision geometry of the Part will still not go below the existing limit of 0.05. So part collisions, touch events, raycasts, etc. will still see the part as if it’s minimum dimensions are 0.05.
We expect that this is fine for most cases, as parts this small either don’t need collisions at all, or the difference in having a larger collision geometry is negligible. Regardless, we plan for this discrepancy to be “temporary” (a lot of work needs to be done first) and one day precise collision geometry will be possible at this itty bitty size.
[Update August 19] This is now fully released and your live games can use tiny parts! You can still leave any feedback below.
This is a really, really useful feature for builders, but also unironically a very bad timing as I needed smaller parts yesterday as I was building this spotlight right here
Since this is in beta, I’m assuming that in live games, parts with sizes on any axis < 0.05 will resize to 0.05? I want to make sure I have behavior I can expect in my live game.
Neat update. I’ve ran into issues in the past designing tools for characters, where the previous limit made certain details impossible to produce in-studio.
My main question is whether or not a rough estimate for when the collisions/raycasting will be able to shrink to fit that size can be given?
I can’t imagine it being the most simple thing to accomplish given floating-point precision, and I can’t imagine it being that useful (hair strand physics, anyone?), but it would be a step towards making the new minimum a more complete feature.
I thought we could already change the size of parts to the scale of 0.001, or is this change specifically for the resize tool? If so, not really a huge change
Awesome to see I no longer have to deal with parts of rigs I import getting inflated to fit the minimum part size. This opens a lot of possibilities.
Does the collision geometry caveat mean that the Studio draggers will be unable to snap these parts flush against surfaces? Is it possible to accommodate this? I don’t imagine it will be a significant problem to me since I don’t often work with parts this small with the freeform dragger, but still curious.
As a builder this change is highly welcome, this should have been a option long ago. It sucks though that it will act like a 0.05 part, but I guess it is necessary.