How Iāve been creating the editable meshes is just using the tag system, iterating through what meshes have this tag, and then going through a for-loop to just create the editable mesh once per object. This function is separate from the one that actually updates the editable meshes at all.
I do not create a new editable mesh every frame, as my pc would probably explode alongside just throwing out those same errors
I save the editable mesh to a table so I can reference back to it and thatās how itās worked for me. Iāve tried just putting a task.wait(1) at the end of the loop
The one thatās been able to keep up is task.wait(5), which is pretty long considering that a character or object could have 3-8 different meshes, and Itād be pretty annoying for the user experience to have to wait that long only to have the meshes converted.
Yep! I do think that something like this should be completely handled on the GPU, but at the moment Roblox doesnāt support those kinds of operations, so Iām stuck with the cards I got.
I would like to say that I already do save the data of editable meshes in tables so I can reference back to them, and that Iāve had to make a system that progressively doesnāt call for an update as often if thereās too many nearby or if itās farther away! (As far as Iām aware itās mostly the updating of the editable mesh that causes issues and not just creating an editable mesh?)
I do know that this is going to be pretty taxing even with the mega optimizations that you guys do alongside some of my own, which is why Iām going to try to be sparing with how many can be around at a time! People canāt enjoy the work involved if their device is on fire after all.
If itād help I can send the file to your DMs so you can take a look at it.
their same vague āyou canāt use IDs that donāt belong to youā system. Disappointing. I mean, I had a mesh rendering system, how do I render a texture that is not mine?
This update broke my game Iām getting too many requests despite the fact that it worked just fine before the update went live. I think what happened is:
Engine makes an HTTP request to Roblox API to check the owner of the asset
If ownership check passes, engine creates and returns EditableMesh, otherwise throws an error
So now my script takes 3s+ to execute alongside all the āToo Many Requestsā errors. Before the update it only took about a millisecond, if not less.
They added permission checks for creating EditableMeshes and EditableImages from existing assets. Before the update you could load in any asset, regardless if the creator of the universe owned it or not.
This is a sick update and I look forward to seeing the full potential of it being exploited! Plenty of people have posted some cool demos of the potential that live editing* can offer.
You should not trust devs with such a big power though honestly. If anyone has access to this, moderating could become a nightmare if these new APIs are abused.
Keep up with these updates though, theyāre awesome!
It would be nice if you could add Content.fromCSG to allow us to create an editable mesh from a Union Operation. Since we cannot currently :Separate a union, there is no way to serialize its shape. But this Mesh API has plans to be serializable in the future.
Will this eventually include the image related properties on Sky instances? Would be awesome to be able to create truly procedural skies using EditableImage.
Arenāt Instance reference properties strong by default?
I havenāt seen any cases where an ObjectValue loses its value when the instance is destroyed (unless you exit Studio)
I am running into the fetch asset error wayy too frequently. I used to be able to load a bulk lot of images to EditableImage pretty well instantly, but now this low rate limit is heavily affecting my game.
And once this error has occurred, it is super slow trying to reload the assets.
Mhm, same here - Iām slowed down a ton because Iām loading the same mesh multiple times and I have to make a fresh API request for each meshPart. In the past Iād just clone / copy it, however that isnāt enabled anymore to my understanding.