As a Roblox developer, it is currently too hard to create environments that make extensive use of the CollisionFidelity and RenderFidelity properties.
My workflow consists of duplicating a MeshPart around that I just used and importing a new mesh on top of that existing one, through the properties pane.
However, when this happens, it resets both the CollisionFidelity and RenderFidelity properties, despite them being at what I wanted from the previous object.
While RenderFidelity is a choice that can be made more easily (generally set everything to Performance that isn’t a key gameplay feature) CollisionFidelity typically requires some manual review because Default can often generate a less desired shape with many. There are cases like CanCollide false objects that get set to Box because they’ll never need their collision as well.
A theoretical workaround would be to create all of the assets first, set their properties and then dupe them around, but I don’t think that’s realistic to expect especially in such a quickly iterative process such as environment design.
If this issue was addressed, I’d simply be able to grab an object with the properties I desire, change its’ MeshId and quickly move onto the next object. When working with a lot of different assets that have varied fidelity properties, it’s sometimes more convenient to set these properties early on so I don’t tediously change each asset’s settings afterwards. My development experience would involve less messing around changing properties and creating more environments, faster.