SurfaceProjection object

Mobile is 50% of their audience, unfortunately they will have to make some sacrifices for them. I think the main reason for not implementing this feature is:

  • Doesn’t work on all phones they support
  • It can and will be used for “gameplay”, i.e., if you put two players in a game and one’s device doesn’t support this feature in a game that uses it, they will be at a disadvantage/have a different experience
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You can’t add this feature, because OpenGL ES 2.0 doesn’t support it? Just so you know, OpenGL ES 3.0 (which supports this) came out August 2012. Devices that don’t support this feature are at best 11 years old. I see no reason to support these ANCIENT devices.

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I literally don’t make mobile games.
In earlier posts I stated I would literally sacrifice ALL mobile support in my games so I can use cool things like this for gameplay.

Mobile is awful for gaming and ESPECIALLY for games that rely on graphics and complex controls that don’t fit on a small screen and you cannot convince me otherwise.

Roblox should just give us the option to sacrifice mobile compatibility so we can make games for our target platform instead.
It feels like Roblox wants us or is almost forcing us to make our games cross-platform compatible but this really is not the way my games are supposed to be played.

I make things as a form of art and I choose the platform with intend.
The things that I would make are optimized and intended to be played on a specific platform that I chose because I know it has sufficient computing power and comfortable controls to make it a good experience.

Literally try playing any decent FPS game on mobile, FPS games weren’t made for mobile.
The controls are awful and you gotta sacrifice some of the realism in the graphics or change the whole graphics style to a more low-end-device-friendly one that requires less computing power.

Games are made with intend.
The developer chooses which platform they think is optimal to get the best out of their experience.

Making things cross-platform requires a lot of unnecessary sacrifices just for the sake of having more players.
And all those extra players won’t even have the best and most optimal experience because they play on a ancient, underpowered device that can barely handle the 3/10 graphics setting.

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as a supporter of creating custom keyboard objects for a game known as JToH (Juke’s Towers of Hell) i completely agree with your statement

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Bumping this like everyone else because this has use-cases that outnumber the downsides of laggy performance on mobile/ incompatibilities.

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this, they need to stop this mindset. I understand they want to have all games be working on all platforms, but not all developers here want to ship their games to mobile.

I made a pretty good post about future’s lighting and why I think its really limited just for the sake of all platforms having support on it.

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Bumping this again. There’s no reason that justifies this not being on the platform. The excuse for mobile doesn’t hold up as this is a feature in Unity’s URP which can build to mobile devices. If Roblox truly wants to be an engine comparable to others as opposed to a joke amongst the industry its tools like this (among many others) that need to be implemented.

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Please add this feature, my pikmin game is nothing without it!

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roblox when?ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ

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Bump. There is no excuse for this feature to still be missing from the platform. Make it unavailable to games on mobile for all we care.

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Strange idea but isnt it possible to estimate a depth buffer (for mobile) using 1, maybe 3 frames, Quality would decrease with distance but up close where it matters it should be pretty close to the ground truth depth buffer, Im guessing this would be heavier on graphics memory

This microsoft research video goes pretty in depth with an AI method that would be sick but definitely way too expensive : https://youtu.be/5uMGMZ05LC4

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bump. decals at the moment suck for detailing and these would come in handy so much it isnt even funny.

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I’ve been impacted by the lack of this feature again. I want to apply battle damage to spaceships to visualize the damage they are taking, ranging from burn marks and full on holes that expose the interior of the ship.

I can’t do this properly unless I make my ship a literal rectangle, given that I cannot project these decals properly on a mesh. The work I would have to do to fake this effect using beams and raycasts would be much harder to do.

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This seems like it could be of a huge use for you:

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image

Source: https://twitter.com/MrChickenRocket/status/1731368755413111048

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mrchickenrocket back at it again, doing what Roblox cant

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From what I’ve read this was done using some clever mesh generation using Roblox new in-beta editable meshes and decals.

Pretty insane what you can do with this system, though I wonder if it performs better than what a native implementation by Roblox would be.

Yeah, the only thing I’m confused about is how they positioned the image. Then again, I never researched EditableMeshes. :thinking:

I think they first construct a mesh and make sure it aligns with whatever object it’s placed on before they UV map it so a image correctly displays on the mesh.

I think it works similar to how clothing works where they just wrap it around an object and then use texture coordinates to make it look like a decal.

Very simple and easy to do actually, just requires some knowledge on math.

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Roblox seems to be dropping support for OpenGL ES 2.0 on March 1. Hopefully that means this will be added soon.

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