Hi, I wanted to ask why the heck is there not any better collisions for unions through these updates, Roblox is so focused on making AI they can’t even make unions better? Its actually annoying.
Is there a specific case you’re having an issue with? Also, have you made sure you’re using the right CollisionFidelity?
Hey! I think you are misunderstood here but there is a property known as CollisionFidelity
for all UnionOperations
and MeshParts
which basically allow you to select how precise it’s collisions are. Here is a list of the available types:
- Box (As the name suggest, the collision mesh becomes the shape of the bounding box of the mesh.)
- Hull (Kind of like box but still copies a bit of the shape.)
- Default (Performant and a bit accurate to the original shape.)
- PreciseConvexDecomposition (Accurate but only recommended for a few meshes and not all. But, not accurate the actual rendered mesh.)
To create meshparts with even higher collision accuracy, you can use multiple mesh parts.
Also, side note but I’d recommend changing the topic category to #help-and-feedback:building-support.
Hello, Yes i know about thoso, And i used them and it litterly did nothing, Litterly nothing (yes i used precise and hull and box and none of them worked…)
What object are you trying to make with a union. Send screenshots.
Might possible be a bug. I myself don’t find issues with unions. You might want to report it along with a video in #bug-reports
The problem is precisely that even PreciseConvexDecomposition is not precise and there is no other option. The only thing you can do at the point PreciseConvexDecomposition fails, is to put a bunch of transparent Parts as your own collision shapes.
And PreciseConvexDecomposition fails for anything that is not convex:
I have mentioned an alternative: split the mesh into parts and upload each part individually.
Yes, I do know that, clearly. I have also provided a working alternative. Albeit not the “best” but it’s the most simplest, rather than having to manually place parts.
PreciseConvexDecomposition
is exactly as the name says. It is intended for concave meshes, and works by decomposing them into smaller, convex pieces. (Not saying it’s perfect, but it’s misleading to say it requires convex geometry, when that’s what Hull
is for)
But even then it just doesn’t work very well for its intended purpose. I have encountered many instances in which the collision is absolutely wild, especially for concave meshes. Hence me assuming.
Take this example from the article you sent:
That just doesn’t work. Not in any real scenario.