The issue you’re encountering with terrain detail not updating with the camera’s position or CFrame might be related to the settings of the terrain itself. Terrain in Roblox can be set to update based on the camera’s position, but sometimes it might not behave as expected due to various reasons. Here are a few things you can try to address the loss of detail issue:
Check Terrain Settings: Make sure that the “RenderFidelity” property of the terrain object is set to “Automatic” or “Detail”. You can find this property in the Properties panel of the terrain object. Setting it to “Automatic” should allow the terrain to dynamically adjust its level of detail based on the camera’s position.
Use game:GetService("RunService").RenderStepped: You can use the RenderStepped event to manually update the terrain’s level of detail based on the camera’s position. This can help ensure that the terrain detail updates consistently during gameplay. Here’s a basic example of how you might use it:
luaCopy code
local RunService = game:GetService("RunService")
local Terrain = game.Workspace.Terrain -- Adjust this to your terrain object
local function UpdateTerrainDetail()
local cameraPosition = game.Workspace.CurrentCamera.CFrame.Position
Terrain:UpdateRegion3(Terrain.MaxExtents + Vector3.new(10, 10, 10), Terrain.MinExtents - Vector3.new(10, 10, 10))
end
RunService.RenderStepped:Connect(UpdateTerrainDetail)
Adjust the Terrain variable to point to your terrain object. This script will update the terrain detail within a certain region around the camera’s position during each render step.
3. Adjust Terrain Size: In some cases, having a very large terrain size can lead to performance issues. If your terrain is too large, consider splitting it into smaller parts or using StreamingEnabled to load terrain dynamically based on the player’s position.
Remember that terrain rendering can be affected by the player’s graphics settings, so it’s also a good idea to test your game on different devices and graphics settings to ensure a good experience for players.
Thanks for that, But my terrain doesn’t have a RenderFidelity Property
I also cant find any :UpdateRegion3() Function Ether. There is one thing I did not say and that was i am already using streaming enabled to load the areas But I have noticed that although my parts aren’t loaded in instantly, The terrain isn’t effected by Streaming enabled.
I see, if your terrain doesn’t have a “RenderFidelity” property, then you might be using an older terrain type or a custom terrain system. In that case, the RenderStepped approach I mentioned could be more relevant for your situation.
Since your terrain lacks the RenderFidelity property, the RenderStepped approach can be used to manually update the terrain’s level of detail. Here’s the basic idea again:
Use the game:GetService("RunService").RenderStepped event to update the terrain’s level of detail based on the camera’s position.
Calculate the camera’s position using game.Workspace.CurrentCamera.CFrame.Position.
Use the Terrain:UpdateRegion3 method to update the terrain’s detail within a certain region around the camera’s position. Adjust the region as needed for your game’s scale and desired level of detail.
Here’s a slightly modified version of the script that accounts for the lack of RenderFidelity property and shows how to use RenderStepped to manually update the terrain’s detail:
luaCopy code
local RunService = game:GetService("RunService")
local Terrain = game.Workspace.Terrain -- Adjust this to your terrain object
local function UpdateTerrainDetail()
local cameraPosition = game.Workspace.CurrentCamera.CFrame.Position
local regionSize = Vector3.new(200, 50, 200) -- Adjust the region size as needed
local minExtents = cameraPosition - regionSize / 2
local maxExtents = cameraPosition + regionSize / 2
Terrain:UpdateRegion3(maxExtents, minExtents)
end
RunService.RenderStepped:Connect(UpdateTerrainDetail)
Remember to adjust the regionSize variable to determine the area around the camera that you want to update with terrain detail.
Keep in mind that this approach may impact performance, so make sure to test it thoroughly and adjust the region size as needed to find the right balance between terrain detail and performance.
If your terrain doesn’t have a RenderFidelity property and you’re still experiencing issues with loss of detail in terrain when the camera moves, you might need to consider some alternative approaches to improve terrain rendering:
StreamingEnabled: If your terrain covers a large area, you might consider using the StreamingEnabled property of Terrain. This property allows you to load and unload terrain dynamically based on the player’s position. By splitting your terrain into smaller chunks and using StreamingEnabled, you can ensure that only the relevant parts of the terrain are loaded into memory, improving performance and detail.
Terrain Region Updates: You can manually update the terrain region’s detail using the Terrain:UpdateRegion3() method in response to the player’s movement. This can help refresh the terrain detail around the player’s current position. However, this approach might require careful consideration of performance implications and might not work well for large terrains.
LOD (Level of Detail): Implementing a custom level of detail system can help maintain performance while adjusting terrain detail based on the player’s distance from a given area. As the player moves farther away from a region, you can reduce the detail of the terrain in that region to save resources.
Limiting Terrain Size: If your terrain is very large, consider limiting its size or dividing it into smaller chunks. This can help avoid performance issues and loss of detail due to the system trying to render a massive terrain all at once.
Graphics Settings: Sometimes, the player’s graphics settings can affect terrain rendering. Make sure that players with lower graphics settings can still experience a reasonable level of detail.
Roblox Updates: Keep an eye on Roblox updates and patches. Sometimes, improvements to terrain rendering and optimization might be included in updates.
It’s important to find the right balance between performance and detail in your game’s terrain. Experiment with different approaches and settings to determine what works best for
well another thing is I didn’t actually spawn there, I spawn somewhere else in the map , but went into free camera by pressing shift + p and it allowed me to get passed the Streaming enabled, then I loaded it manually by loading it with player:RequestStreamAroundAsync(), Then I moved my character to the position. and everything was fine
yes and no, The way that Roblox was loading the terrain WAS by the characters position, And entirely stopping the players character from spawning was a way that fixed it. Cool everything works as intended now. Thanks for the help