Oh, noted. Thank you for clarifying.
Yep - definitely a bug! Thank you for reporting it. Would you be able to share the model file in a DM?
Hi! Thank you for reporting this. If possible can you share the part of the model that is creating issues in a DM. We are eager to look at this issue!
Thanks for the feedback thus far! This is a case where we wanted to release a beta early to get feedback/catch issues in the wide ways folks use the system so that we can iterate fast/release fixes each week and get it to an awesome place. We’re going to disable this beta for a couple weeks to address the blocking issues that have arisen (and we also have reviewed why we didn’t catch them before release). When we re-enable CSG v3, we’ll be doing continuous bug fixes and let you know with each Studio release what’s been improved.
This explains some of the odd behavior surrounding unions and meshes. Even if v3 doesn’t support them, the crash that occurs when trying to union meshes is still an issue.
Here are meshes that cause problems in our game (in both beta and current CSG):
https://www.roblox.com/library/5003092686/RenderMesh
https://www.roblox.com/library/5002670651/RenderMesh
Those are simple colliders for roads. We have hundreds of different collider meshes, but only some are causing this issue - car gets really bumpy, no axle or suspension settings can help that. With Hull CF you can even see wheels sinking into the mesh. With Default, it’s better, but still bumpy. I can share video of this issue with you, if you are interested.
Oh neat! Will we also eventually be able to use CSG on the client? I would really like this for local/client-side and quickly responsive destruction physics.
It’s nearly the sole reason I use it for since I can just make all of my meshes and models in Blender and optimize their triangle counts, etc.
Absolutely, this will be available in-game.
When do you think we will be able to separate unions in-game? This would be a very useful feature and it’s a bit odd that it’s missing.
Also, how far off do you think Roblox’s CSG is from being able to construct meshes at a comparable speed to other game engines (at least a few times per frame), and from a set of vertices rather than parts?
Any plans to clean up useless or unseen vertices made by unions?
There will be no visible change as the tools are the same, but the system should be way faster (up to 20x in some cases), and we will be making it even faster during the beta.
Just set the collision fidelity property to PreciseConvexDecomposition. Anyways, this update only improves the speed of unioning. (EDIT: I just read through the post and you are using it, I wonder what’s causing it. That seems like it might be a bug.)
They should prompt an error message instead of Studio just crashing completly, could result in it not saving alll your progress.
So let me get this straight, are unions now fine to use??
Of course crashing is not intended. Under normal circumstances this does not crash. File a bug report.
Is this only valid for unions created with the new tools or is it for every union previously created?
The last photo looks like one of the worst texture mapping fails and smooth shading errors I’ve ever seen.
Yeah, I’m pretty sure that every Union part that was previously shouldn’t disappear anymore.