To try the feature, select a MeshPart and set CollisionFidelity to Tunable in the Properties panel. This reveals CollisionPrecision: moving the slider upward requests a closer collision shape, while moving it downward produces a coarser, cheaper approximation. The decision applies to each mesh separately, so a detailed obstacle and a background object do not have to use the same level of precision.

The initial precision value depends on the size of the mesh. Roblox therefore recommends bringing an object close to its intended size before enabling Tunable. Resizing it afterward currently does not automatically recalculate its collision geometry. The team is considering a toggle between recalculation and keeping the existing geometry as the object scales, and is asking creators which behavior should become the default.

The announcement highlights three difficult cases the new algorithm is designed to improve: thin components, simple solid-modeling results and heavily detailed meshes whose important features were missed by earlier options. These are the team's stated targets and illustrated examples, rather than a guarantee for every asset. Known problems still include unwanted convex shapes around fine details and meshes with many intersecting components.

There is also a cost during editing. For a complex mesh, the first calculation can take up to five seconds. Precision levels are then cached to make further slider changes smoother, but the initial calculation is needed again when adjusting the slider after reopening a place. Changing many complex meshes at once can temporarily pause Studio because this work is currently synchronous. Asynchronous processing and eventual cloud processing remain planned improvements.

The updated visualizer can overlay the visible mesh and its collision geometry with adjustable transparency. Filters cover CanCollide, CanQuery, CanTouch and Collision Groups, allowing a creator to inspect the relevant shapes. Collision previews also appear automatically while editing CollisionFidelity, including its other modes. Visualization Modes is accessible through the gear icon at the upper right of the 3D viewport.

Two limitations deserve attention before teams change their workflow. The collision visualizer can still display incorrect geometry for avatars. Also, APIs outside the Studio Properties panel, including Solid Modeling, currently use the default precision when working with Tunable; they do not yet accept a custom CollisionPrecision. The announcement does not give a release date for removing those restrictions. Existing MeshParts remain unaffected unless their settings are changed manually.