for i ,v in pairs(Character:GetChildren()) do
attempt index nil with GetChildren
for i ,v in pairs(Character:GetChildren()) do
attempt index nil with GetChildren
What? Are you new here, because we need to know the context of your situation bro. 
how to fix index nil with GetChildren
i use
local Character = Player.Character
for i ,v in pairs(Character:GetChildren()) do
if v:IsA(“MeshPart”) then
–CODE–
uh is that on local or server eeeeeeeeeeeeeeee
In this example character is equal to nil
Ok, you can use ` to refer to code in three characters before and after “```”.
Also I wouldn’t use the character for that since it’s a nil thing for :GetChildren, use the player instead, in a local script.
Where is this script located and is it a script or localscript?
the script is in server storage and is was local script
localscripts wont run in serverstorage
should i put it in sscriptservice?
What exactly are you trying to achieve?
put a particle inside every bodypart
When?
[character limit is pointless]
put a particle inside every bodypart when pressing J
that just means that the character is nil. just do local character = player.CharacterAdded:Wait() or player.Character.
In Local Scripts, use
local Player = game.Players.LocalPlayer
local Character = Player.Character or Player.CharacterAdded:Wait()
-- Code for character / player
And for Server Scripts, use
game.Players.PlayerAdded:Connect(function(Player)
local Character = Player.Character or Player.CharacterAdded:Wait()
-- Code for character / player
end)
By using Player.CharacterAdded:Wait(), you ensure that the Character model has actually loaded before referencing. Additionally with your script, I don’t see a Player variable assigned.
Player.CharacterAdded:Connect(function(character) end) would also work, but only if you want the event to fire when the character is added and when the player respawns.
Objects you will need: Localscript, Script, Remote event

LocalScript
local CAS = game:GetService("ContextActionService")
local Player = game.Players.LocalPlayer
local Character = Player.Character or Player.CharacterAdded:Wait()
local ParticleEvent = game.ReplicatedStorage:WaitForChild("ParticleEvent")
function GiveParticle(_,state)
if not Character.Head:FindFirstChildOfClass("ParticleEmitter") and state == Enum.UserInputState.Begin then
ParticleEvent:FireServer()
end
end
CAS:BindAction("GiveParticles",GiveParticle,false,Enum.KeyCode.J)
Script
local ParticleEvent = game.ReplicatedStorage:WaitForChild("ParticleEvent")
ParticleEvent.OnServerEvent:Connect(function(Player)
local Character = Player.Character
if not Character then return end
for i,v in pairs(Character:GetChildren()) do
if v:IsA("BasePart") or v:IsA("MeshPart") then
--Insert particles
end
end
end)