Ugh… I’m using the scale values inside the player’s humanoid and setting the value ON THE SERVER yet for some reason the character looks messed up on the client and fine on the server.
Client:
Server:
This is beyond frustrating. I’ve tried also setting the values on the client to no avail. Respawning the character works but obviously disrupts gameplay.
It might be worth noting that I’m using custom R15 rigs. I’m not using HumanoidDescriptions to change the scaling, just using the NumberValues in the character’s Humanoid.
There is an issue we are aware of where after scaling, some Attachment Instances under the character on the client will have two child Instances named ‘OriginalPosition’ when they should only have one. If you notice this to be the case with your incorrect characters on the client, then it’s likely the same issue. We have a fix implemented, and it will be released in the coming weeks.
The safest thing to do is to wait for the fix to be released.
If you wanted to try something hacky, deleting all the incorrect ‘OriginalPosition’ Instances and then calling Humanoid:BuildRigFromAttachments() on the client, could work, but I cannot guarantee (so, try at your own risk, as it could be a waste of time). You’d also have to some way know which was the incorrect Instance in each case, and you’d need to know that replicating scale from server to client has finished.