Continuing the discussion from Does anyone have a hat blacklist for giant hats?:
It’s impossible to tell how large a SpecialMesh is. Scale = <1,1,1> could mean a mesh that’s 2x2x2 studs or 20x1x40 studs. This makes it impossible to do any sanity checks on mesh sizes with hats / user-inserted meshes or tie mesh hitbox to the actual mesh rather than an arbitrary invisible box. The only way to accomplish this is manually scaling all meshes yourself which is both tedious and not possible to do adaptively (e.g. with hats). MeshParts aren’t a solution because 1) we can’t read/set the MeshId through scripts, and 2) we can’t tell what the original size of the mesh is.
It’d be great if we could have readonly SpecialMesh.MeshSize or something similar that communicated the size, in studs, of the mesh.