- For my platformer, I’m raycasting downwards to get a cross product in order to draw a shadow beneath the player (for precision when platforming). I noticed that when applied to MeshParts, the result is that it’s rotated significantly incorrectly.
How it normally looks (notice it’s rotated to match the slope):
How it looks on a MeshPart:
- Bug only happens on MeshParts. No specific code that differentiates meshparts from regular parts is in my game, which makes me believe this is a Roblox problem.
I did another test, where I uploaded a wedge mesh and put it next to a regular WedgePart, then set the Humanoid’s MaxSlopeAngle to 45. Even though these two wedges are exactly the same geometry-wise, the MeshPart wedge can not be climbed, while the WedgePart can.
Yes, I’ve checked the decomposition geometry, and it matches the meshes exactly.
- [TESTING] Roblox Adventure Labs - Roblox Jump around on the orange roofs here. They’re meshparts, and you can see the issue.