Use SpecialMeshes in R15 packages instead of MeshParts

The “what you see is what you get” policy is always a more intuitive system. Other than minor gameplay advantages (which could be remedied by the owner) it should make physics in social games much more immersive, correct?

Kinda said the same thing here a few days ago. With the new physics updates I’m all for roblox going back to sandbox designs

Elaborate. How? What benefits does WYSIWYG offer for packages? Enumerate specifically how it is beneficial.

Casting rays and Ragdolls and physical mechanisms all interacting how the player expects instead of lazy erroneous collisons

I’m not saying things are perfect now, however I can see and enjoy where roblox is coming from.
With a few tweaks I think things will be pretty coll with avatar scaling and more elaborate body type changes. Before we were restricted to humanoids but now we could branch out if roblox wanted to different body types and species

This is a good thing? Why should a player’s choice of appearances affect gameplay? I may prefer wearing Korblox General because it’s a cool package. I’d have to take it off whenever I join a shooting game because it makes my hitbox significantly larger.

Let it be cleared up that avatar collisions are not physically accurate. They use Box CollisionFidelity. Observe the collisions for this package:



I don’t appreciate getting stuck in doors because the game developer didn’t take into account each and every package in the design of their mechanisms, or because the package was released after the mechanism was already designed.

There seems to be only problems with MeshPart packages.

The problem with WYSIWYG is that packages should never affect physics, or anything other than rendering for that matter. I want everyone to be on a level playing field, and I don’t want to run the risk of a certain hat or package causing a bug in my game. Forcing developers to account for differently-sized packages is a waste of everybody’s time.

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I find all of those examples fun and part of the physics sandbox experience.
Not many shooters that are competitive allow for custom.appereance right now and that should continue.

Shame they only use box collisions

Why should I be punished for wearing wings? It’s not fun when you can’t play half the games with your favorite package.

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I see it as offering more player choice and roleplaying.

It’s less offering choice and more forcing you to choose something else. Having to go change my appearance to play every other game is not a fun experience.

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Vanity items should NOT affect gameplay. Especially not on a platform where the games are UGC and the creators might be forced to make up solutions for a problem that shouldn’t be there in the first place.

It makes sense to scale the parts for the character scaling feature but the geometry of your packages & weight of the mesh part size changes how your character controls & interacts with others, and this is probably the biggest thing turning me off of R15 right now.

ROBLOX has already had enough of this issue with players wearing extremely heavy hats to affect their character physics in any game they want; this would open a lot of doors for exploits, cheaty mechanics, and broken gameplay.

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We are working on solutions to issues with new R15 body parts that are not working well. While many of the conversions to R15 went well, some of the more unusual body parts are having issues with collision and weight and we are looking into solutions to resolve these problem. We will let everyone know about our progress to improve R15 as we take further steps.

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Any updates? With packages that have lower torsos that equal the upper torso in size, there are a plethora of issues. For instance, notice how I get caught up on the steps trying to go up?

And constraints don’t work on characters for things like ragdolling because the legs are clipping the lower torso:

I’m aware collision filters are coming, but since the lower torso causes conflicts with the environment, the only solution would be to make the lower torso not collide with anything. Packages should just have a standard size. Even if they end up working fine, equipping a new package shouldn’t affect gameplay.

This is still a work in progress. If you have issues with particular body parts, please list what you’re wearing so it will be easier to replicate for use. Thanks!

The two packages in question were:
https://www.roblox.com/catalog/54657028/Bounty-Hunter
https://www.roblox.com/catalog/223826660/Korblox-Lord-of-Death

Put together a larger compilation of issues. Again, I suggest that vanity items not affect physics – I’ve included recordings of the same test cases with normalized scaling to show how one tweak fixes all physics issues with packages:

Bounty Hunter

Divine Guardian

Korblox Deathspeaker

Here is the level I used to test all of these:
Repro.rbxl (43.0 KB)

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I bet this goes for more developers, but for me the only way I can and will ever implement R15 in my games is to only have visual differences between characters. Packages should not affect collision, weight, or physics. Hats shouldn’t weight the player down. Players shouldn’t be able to change their physical size with sliders and have that change their collision box.

A prime example of this has been the introduction of customization character animations this past week. Limb collision combined with some of the odd jumping animations result in awful gameplay differences and I’m scared future updates to the character will be implemented without consideration for gameplay influence too.

It might be less of an issue for roleplaying games but R15 is out of the question for any serious competitive game. I’m yet again making an overhauled version of Deathrun and R15 is not getting in, definitely considering to just implement a custom character that will copy all visual assets from the default one.

…and that is a real shame.

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To elaborate on this, Deathrun is basically a round-based obstacle course game in which obstacles are controlled by a randomly chosen player. Having players with drastically different weights and hitboxes means the gameplay experience of one player could be significantly worse than the one of another player even if the only difference between those players is the hats, packages and animations they have equipped.

I would be willing to write code to patch those problems, but there have been quite a few changes to characters in the past few years. Character animations have changed quite a few times, a few years ago the HumanoidRootPart was introduced, last year we had R15 which even changed the structure of the player’s character model and now we even have custom animations. At this rate I’m scared to write code to patch the gameplay issues we’re having because in 6 months we might even see more changes that affect gameplay.

If SpecialMeshes were to be used for R15 it would help me and other developers who are in the same boat quite a lot. It would make it easier to write those patches as the suggested change would improve consistency. It was probably unnecessary from me to address this, but I wanted to throw this out there just in case to shine some more light on our perspective(s).

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^^^ <3 ^^^

This system is killing user experience. Any other user would be able to get through that door with ease. I shouldn’t have to make a huge ugly hole in the house…

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