From the last time I used Roblox Studio, I recall a pretty small polygon or vertice limit for meshes. Because of this, along with in-game performance reasons, it is often best to model 'by hand' (i.e. without a bunch of modifiers) in Blender when you have very unforgiving geometry limits, like the ones that Roblox Studio has present use with here. For all our purposes, that rules out geometry nodes, along with many of the other modifiers.
That being said, there are as always, still a variety of ways to approach this.
Method One
We can create a circle and and then extrude the edges like so (shown here would be 15 degrees)
note that I set the fill mode to triangle fan and that I set the vertex count to 360/15 (24), so this allows us to delete all but one face
You can go ahead and extrude the edge that lies along the y axis along global x if you wish, but that only works because that edge is perpendicular to X. so that only works for this case
instead, press ,
and change the transform orientation to 'Normal'
This part is important! When you extrude the edge, dont move it! Press 'E' then 'Esc' Now press 'G' 'Z' to move the newly created edge along the the normal, because extruding along the normal will also change the distance the vertices are from eachother, which we dont want.
better method
The far easier method, in my opinion is to select the vertice you want to rotate around, and press Shift
+S
--> 'Cursor to Selected'
Then simply press 2
to switch to edge select mode, and press .
--> '3D Cursor'
Now, press E
followed by Esc
, which is what we did in the last method to duplicate the edge. Now press R
(hold Ctrl
if you don't have snapping enabled prior to this operation) and rotate!
Regardless of which method you use, don't forget to merge the extra vertices made when you extruded M
--> B
'By distance'
For most scenarios like this, I would use geometry nodes or at least an array and curve modifier, but this is not one of those cases, given our constraints.