Let’s say I have a 8x8x8 cube and wish to cut a 4x90x4 prism through the center.
Seriously, though, which is the faster way?
Should I use four parts to do this, or use one part + negate and cut it in one go?
The player is going to fall through this hole; so which one lags less and is less buggy?
Forgive me if I seem ignorant; I’ve been out of the scripting circle for a minute.
Couldn’t you use the Negate command to create your hole?
Oh yeah, that’s what I meant. Sorry, my bad lol
All good, lol. So you’re interested in the performance of the negated union vs. 4 individual parts?
Yes.
I’ve had this question in the back of my head for so long, lol
Honestly, it’s a good thing to keep in mind, especially the more parts / unions you have in your game. I would expect the four parts to have a more consistent hitbox, if that’s critical to you. As whether which one is more hardware demanding, unfortunately that is not my expertise. I would assume either way would work just fine.
As a disclaimer, I haven’t modeled anything with the union ecosystem probably since shortly after it was introduced, lol. Anyone else know any better?
lol, I began thinking of this when I had to turn the setting to PreciseConvexDecomposition every time to make the player pass through the hole instead of being halted (which is also why i switched to parts)
As stated, the physical and visual size of the hole can be different with Unions.
Especially if you Negate a small hole out of a much larger Part.
I’m pretty sure from my experience with Unions that it’s more of a percentage issue.