Workspace.AltitudeLimit, Workspace.AltitudeLimitEnforced

AltitudeLimit would be a number in studs, AltitudeLimitEnforced would be a bool that determines if the altitude limit is even enforced.

I don’t like it when roblox destroys my parts that go below -500. I’m a big boy and I know how to clean up my stray parts. This behavior is making it difficult to make a really cool game that I want to make because it destroys the characters.

Playing devil’s advocate: is there a reason you can’t just shift your entire map up a few thousand studs?

Roblox’s graphics guestimate the farther out you go and it results in hideous z-fighting. The map is already at 12k and just zooming out around 30 studs makes CFramed parts start fighting.

It’s a mining game like the quarry, so I need as much downward space as I can get.

Roblox’s graphics guestimate the farther out you go and it results in hideous z-fighting. The map is already at 12k and just zooming out around 30 studs makes CFramed parts start fighting.

It’s a mining game like the quarry, so I need as much downward space as I can get.[/quote]

Had this exact same issue. I tried going to 30k, then it gets even more bizarre.

sounds like someone needs to make a game 30k+ studs in the air and use the wonky physics as the gameplay mechanic

Haha, that thought came to mind… I had a sword fighting game called Glitch Pit that relied on many of the bugs of putting the entire map in the camera. Lots of clipping through walls, getting stuck inside things, and floating people because of moving objects.

Theres also a problem where if you have a model, the model will get destroyed if the last basepart in that model is removed by the height limit.

So if I organize my stuff in models (lets say “Vehicles”) and someone drives the last vehicle off the map, the whole vehicles model would get destroyed automatically (wot). So I need to throw a “ModelPreserver” anchored brick in there to prevent its removal o3o

Instead of a height limit, roblox should allow defining a box, and anything outside the box gets removed. That should be the most flexible way. The default would be such that the bottom of the box is around -700 or whatever the limit is now, and the other faces of the box would be veeeery far away (there should be no limits, so you can set them to math.huge if you have a “FLY ROCKET TO EDGE OF SKYBAX [free Admin]” game)

Roblox’s graphics guestimate the farther out you go and it results in hideous z-fighting. The map is already at 12k and just zooming out around 30 studs makes CFramed parts start fighting.

It’s a mining game like the quarry, so I need as much downward space as I can get.[/quote]

Also this bug.

Altitude doesn’t only affect graphics. I went up to 100k altitude, and I could no longer move blocks properly with the studio dragger thingy. It would just teleport back and forth constantly (and my blocks were symmetric, whole numbers for positions and sizes). Even worse when I was moving a model around.