Creating an Editable Mesh with the MeshContent of a MeshPart created from a different Editable Mesh causes an error, which should work without errors considering the MeshPart has been created and the MeshContent property should be retrievable. I mentioned this in a previous post I made and would like to follow up on that as it is a relevant issue for me.
editableimages are so cool!! I just updated my old fragment shader test to support path tracing and it works really well! (1024x512)
edit: fixed some math!!
We will be adding TextureContent to Decal very soon. Thanks for flagging this.
For now, you might be able to work around this in your use case by using SurfaceGui + ImageLabel with size UDim2.fromScale(1, 1) instead of Decal.
Are there any plans for permissions to allow group members that have studio access?
Our group has members that uploaded decals to their accounts over the group inventory so trying to create an EditableImage with any of those id’s throws an error.
How would I upload my mesh to a group? the creation tab under a group says to do it in studio, but im having trouble to get it uploaded through studio? Im trying to upload it to the group to get the editable mesh working for a group game because of the new requirements. only saw 2 posts relating and one is unanswered while the other just had staff say they were submitting a report??? https://devforum.roblox.com/t/meshes-uploaded-through-studio-game-tab-to-a-group-game-will-upload-them-under-the-name-of-the-uploader/58987 Cannot Upload Meshes to a Group - #2 by Focia19
I aint sure if anyone got this problem too but i found a workaround for it, Im still not sure if its gonna be patched.
The solution is to create the editable mesh and meshpart, Then we need to add a random triangle to it, Because it needs to have at least 1 face or it will throw an error.
Now having the mesh created we can update it and it wont throw any errors about it being too big.
-- Add a random triangle with its 3 vertices so it wont throw an error because the mesh is empty
local editableMesh = assetService:CreateEditableMesh()
editableMesh:AddTriangle(editableMesh:AddVertex(vectorOne), editableMesh:AddVertex(vectorOne * 0), editableMesh:AddVertex(xAxis))
-- You can create the mesh now and create big meshes (+2048 studs)
local meshpart = editableMesh:CreateMeshPartAsync(vectorOne)
meshpart:ApplyMesh(meshpart)
Still, Im not sure if this is just an error but i hope this doesn’t get patched because i would like to keep distant views in my game with this meshes:
AssetService:CreateMeshPartAsync() Does not support DoubleSided.
DoubleSided Property in Meshpart is locked behind PluginSecurity.
That means, you still need to copy Meshpart with DoubleSided Property, as there’s no way to turn on DoubleSided property with server scripts.
i seem to have found 2 more bugs 1 being that making an editablemesh is taking 16ms no matter what
this happens for every editablemesh i make and changes my terrain generation from taking 3ms every frame to 16ms.
The other bug is when you stop playtesting on the same frame an editablemesh is made your studio crashes.
normal behaviour that doesn't crash because all meshes are constructed
crashes when i stop playtesting while an editablemesh is loading / being made the same frame
Just wanted to ping this post and point out that the developer hub entry for EditableImage is completely wrong, saying you need to use Instance.new() to create them and using the old paradigm.
Thanks for pointing this out, I will update this documentation.
Will there ever be support for editableimage on textures and will :crop() comeback?
We will be adding support for EditableImage on Textures. We don’t currently plan on directly bringing Crop back, but we will be introducing a new DrawImageTransformed API in the next release, which should cover this use case along with Resize and Rotate.
What is “Write Marshalled” caused by and why does it take so long?
It is causing it to take 4 seconds to generate a 10k triangle mesh instead of the ~33ms that it takes to add triangles & create the mesh.
I’m having trouble rendering an EditableMesh in Studio inside a ViewportFrame
parented to StarterGui
. This is what I’m getting:
I’ve tried multiple things, but I kept getting the square.
My intended purpose is to use EditableMesh
for in-studio plugin overlays.
Hi! Do you have a placefile you could share with us? We’d love to take a look. Feel free to submit a bug report or share it privately. Thanks!
Absolutely. I made a smaller example here. It still has the same issue
EditableMeshCrashing.rbxl (53.6 KB)
nice. and will there be a way in the future to make decals and textures pixelated like the imagelabels resamplemode?
You could probably do that yourself.
If you put low res images in decals it is all blurry