MeshParts are a form of
BasePart that includes a physically simulated custom mesh. Unlike with other mesh classes, such as
BlockMesh, they are not parented to a
BasePart but rather behave as a
BasePart in their own right.
How do I use MeshParts
The mesh and texture of a MeshPart are determined by the
MeshPart/TextureID properties. For more information on how to use MeshParts please see
SpecialMesh or MeshPart?
There are currently two ways of using a developer created mesh. They are using a
SpecialMesh with the
SpecialMesh/FileType set to ‘FileMesh’, or by using a MeshPart. Although, on the whole, the MeshPart object has superseded the SpecialMesh there are some differences developers should be aware of.
BasePart/Material displays correctly on the mesh when using a MeshPart and not when using a
- MeshParts include the
MeshPart/CollisionFidelity property, meaning the collision model of a MeshPart can be set to resemble the geometry of the mesh. The
SpecialMesh object by contrast, uses the parent
BaseParts collision model
- The mesh of a MeshPart scales on all axis depending on the
BasePart/Size property of the MeshPart, the mesh of a
SpecialMesh does not
SpecialMesh object includes the
DataModelMesh/Scale properties whereas MeshParts do not
DataModelMesh/MeshId property of a
SpecialMesh can be changed by a
LocalScript during runtime. The
MeshPart/MeshId property of a MeshPart can not
In most, but not all cases, using a MeshPart is more suitable. As MeshParts are a relatively new feature however, developers should expect some of the above behaviour to change.
The MeshId is the content ID of the mesh that is to be displayed on the
The texture applied to the