Enable ShadowMap or Future lighting
Insert any large meshpart
Expected Behavior
The mesh has a single shadow with a clear silouette from the sun, using shadowmap tech
(using below workaround)
Actual Behavior
on top of the main shadow theres still heavy voxel shading involved, which causes many artifacts on custom meshes, can only be disabled by changing the collision to box (why?) and has a weird brown color that’s not affected by anything (other than ambient, which also affects everything else in the world)
Meshparts: You can set its collision fidelity to “Box” (this removes the huge shadow artifact for some reason). It means that I must have an additional copy of the mesh acting as an invisible precise collider, not ideal for performance if the mesh is used lots of times.
Other part types: no workaround
this bug seems to be tied to the parts collision box
Is there any update on this issue? This has had a serious impact on our development as there has been really bad lighting issues on large mesh parts.
Most of our game uses large mesh parts, and this issue doesn’t go away unless we use Box collisions. That leaves us with one option, which is to create a duplicate invisible version of the map that uses the correct collisions. This isn’t optimal, and we are worried of the performance implications that can occur.
Unfortunately we still have this issue, and it has resulted in our team having to delay any content involving the work that uses large meshes. This affects a large portion of our game, including performance and optimization for complex shapes that we have to build out of normal parts.