Texture alignment issue

Just returned to Roblox Studio after some years and I am wondering about Texture Alignment issues?

Like how do I fix this besides unioning the two parts?
I tried rotating the parts to then see if one side would match, but that didnt work.

I remember unions as being bad for performance and that they should be avoided is that still true?
Did I miss a face/sheet editor somewhere, like in most game engines?

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Yes Unions can cause performance issues.

But to answer your question, what might’ve happened is that when you combined these 2 parts, they weren’t properly aligned. This includes like rotation, Front indicator, etc. You have to make sure the 2 (or more parts) have exact properties to ensure they align properly. Otherwise you get that.

Hope this helps

You can’t.
Because texture/material is not just a “stretched image”
It has a point where it loops after the object reaches a certain scale.
Notice that both of the right edges have the same texture.
The only solution would be either stretching them until they perfectly loop (maybe 2x2; I don’t know exactly how materials take studs to loop) or exporting them into Blender and combining geometry.
Unions may work, but that’s a coping method that will end up badly in the future.
Optimized meshes will be better.

I heard before Roblox fixed this issue about unions, isn’t that true?

I’m not sure whether or not it’s been fixed.

Honestly, you can apply unions, you don’t need to feel like you’re walking on fire for using them. They’re only a detriment IF used in dozens WITH collision on.

As long as you use them in moderation and for simple non-detailed things like walls/floors/roofs to maintain a consistent texture, I don’t see the issue. But please avoid using PreciseConvexDecomposition in their CollisionFidelity, as far as I’m aware it’s more performant to use simple invisible parts to collide with.

Otherwise, MeshParts are your best bet if you know the basics in blender, or any other 3D software.

Thanks, I was thinking of Mesh Parts as well but that quickly gets problematic with the engine and draw calls. Imma just stick to unions or keeping the texture gaps.

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