Idk last time I tried using editable mesh on client script if I remember correctly it didn’t work the async API, Ive only been able to use server script.
I can agree. I have a game which uses editable mesh for the character controller and it saddens me to have to limit servers to 8 people, it would be so much more fun (and chaotic) if I could have ~15 editable meshes.
this is the max size i can get to generate before hitting the limit, i am doing almost every single optimization possible with this. And note that this is JUST flat terrain. If go in to add buildings, trees, rocks, better terrain and other stuff, each chunk will require even more geometry which means i would need to shrink the size of the map EVEN MORE (by allot to)
and editable images and meshes use the same limit, so trying to create something that uses both editable images and meshes gets really difficult really fast because youre constantly hitting the memory limit
In my personal opinion, the Roblox engine should just let you do things and have it be your fault if it runs poorly on some devices. Nobody’s forced to play your game. I Pinky Promise I won’t sue you if it stutters because of editable meshes
Nobody said anything about the vertex/triangle limits. This post is about the EditableMesh and EditableImage limits. You can’t have more than 8 of either, which renders this feature completely useless. If you were to make something like a car from GTA with soft body deformation, that alone takes up 1 mesh for the body, 4 for the doors, 1 for the hood, 1 for the trunk and 4 for the bumpers and side skirts, meaning you literally can’t have 1 car with detailed soft body physics.