Looks really cool! Will for sure check it out. Will you be updating this in the future to include more features than just Humanoids and raycasting?
we will add functionality as appropriate, but no timelines at the moment
For reference whatâs your total physicsStepped there? Judging by the total Frame Time for 44 frameSteps being .593, looks like your entire physicsStepped is < 1ms? You had to zoom in pretty far!
We can still do better, but 0.01 ms for an entire mini-Workspace isnât terrible. That part of the overhead shouldnât get much worse if the character was animating at least. And yeah, ideally this should be free if theyâre static⌠WorldModels do have overhead, but it should be less than emulating the same thing yourself in Lua.
Thereâs room for many different optimizations here, and we actually have people working on a lot of these already! We decided not to hold this feature back waiting for that work to be completed though. That work proceeds in parallel, and soon this processing time will too. A lot of these changes will benefit both Workspace and WorldModels, without developers having to change anything.
Currently, you need to create it with Instance.new(âWorldModelâ), but hopefully we can insert it through studio sometime soon .
Just for context, that was on a machine with a 9900KS @ 5.2GHz, on the average machine it is usually about twice as slow or more. Approaching 1ms and above to add WorldModels into the ViewportFrames for our in game shop menu is unfortunately too much for us to use the feature right now.
Glad to see there are improvements being made, though!
Is there any sort of timeframe for when we can expect them?
Can you guys please comment on performance and best practices for world models? How expensive are they? Is there a way to pause one?
What about replication! Does this guarantee local simulation? If you put this in a billboard GUI, what happens?
MIIRRROOOORRRSSSSS!!!
Iâve been waiting for a way to handle mirrors for a long time! I wonder how scalable this is though; when you have 20 characters in a room and you want mirror humanoid copies of all of themâŚ
Edit: If I get to testing this, Iâll post again whether or not it is actually viable performance wise.
Members of the workspace can be found on worldrootâs page, though i am unsure why there must be two different pages and how worldroot is set apart from workspace
if you would go at this like i am thinking you would, i am guessing you would use a raycasting method to find parts that would be reflected and display them on the viewport somehow, i believe you would just have to recreate the physical model in the viewport without the need of any mirrored humanoids (with the exception of clothes, you may need a humanoid for that)
If this is ran locally (which i am assuming it will since the image seen in a viewport will change based upon the viewerâs orientation to the mirror, requiring everyone to see a different image) i doubt it would be too strenuous on oneâs pc.
The last parts seems the best one if you ask me.
Time for much easier animations.
You can use viewport frames in surface Guiâs I did this a while ago I will let you know if I find the creation.
Am I the only one having trouble adding this into there game? I updated studio and itâs still not there.
You canât visually find it in the insert menu. However, as @DRCGaming said, you can create it using Instance.new().
Hi there. I am just asking if there are any new updates to building, I really didnât understand this.
This looks like itâs more UI and scripting stuff.
Does this mean we can show terrain in veiwportframes now?
You can use SurfaceGui by setting its Adornee to your desired part
Are constraints not supported in WorldModel yet?
Trying to have a part with a RopeConstraint attached to a Humanoid Dummy in the ViewportFrame and it just freezes as if no physics are applied - Welds appear to work but not Constraints?
If I drag the Humanoid Dummy and part to the Workspace from WorldModel, studio crashes with âRoblox needs to quit - weâre sorryâ without fail, almost as if studio canât calculate its physics or something after dragging it from WorldModel.
EDIT: Iâd like a reply? Can someone confirm that it is not supported?
Cool thing, maybe sometime later I will come in handy