RenderFidelity Creates Different Meshes

While reading this article about Computation Optimizations I found out that having different MeshId causes rendering to take longer and so I thought it wasn’t an issue in my game until I start looking more in depth into the Meshes.

I have changed manually the RenderFidelity property multiple times using the Properties Panel, until now that I see that every time you change the RenderFidelity via the Properties Panel a NEW MeshId is created all the time despite being the same exact Mesh.

Expected behavior

I expect that when I change any MeshPart’s RenderFidelity property via the Properties Panel it doesn’t create a new MeshId all the time when the same exact mesh can be found in the game already set to Automatic/Performance.


I understand a new Mesh is created when this property is changed, but shouldn’t be all the time when a MeshId can be re-used…


Along with this please reply to me now how can I identify the same MeshPart to place the same MeshId to all of them. (MeshId property can’t be used since they are different)

3 Likes

Dang, so sorry we missed this! Found someone here at Roblox to take a look. We’ll get back to you when we have an update.

2 Likes

I cannot reproduce the issue with the meshes I’ve tried. Switching the RenderFidelity doesn’t change the meshIDs.

Is this issue still affecting you? If so, could you provide a .rbxl placefile with the meshes that are being affected so I can more easily reproduce the issue?

Hello there! The issue seems to have been fixed. Before I would turn something from Precise to Automatic and it would cause the message (don’t remember well what it said), of Asset needed to be re-uploaded for moderation, something like it.

I don’t see the message showing up anymore, I will let you know if I encounter this issue again.

Thanks for replying back.

1 Like