I want to add character customization to my game, a way for players to add custom accessory’s to their characters, my issue is with having each custom accessory fitting properly to the players character, I was thinking maybe upon cloning the accessory to attach it with an offset? although each accessory then would need to have a custom offset which would be crazy for hundreds of items…
What I did for a custom character with accessories is break them down into categories.
Head items and clothing items. There’d be an Attachment where the Accessory would connect.
When a player pressed an image label/button, I’d get rid of all accessories, and then add the desired accessory. Later I’d break it down so the player could have one of each category on at a time that wouldn’t get wiped. If you put on a hat, it doesn’t remove the shirt, for example.
My custom character was a pig, though. A more humanoid character should probably have Hats, Hair?, Shirt, Pants, Shoes?, and Other. It depends what you’re going for.
Thanks! Yea I was thinking of using attachments, although not all hat accessory’s for example would sit on the head in the exact same position, each hat would have a slightly different offset relative to the head, not sure if I would need to make a dedicated attachment for each individual hat as there would be hundreds, so would be very inefficient?
I think you can have an offset per accessory. Either the Accessory offset property itself or the offset of the Meshpart that is a child of the Accessory.
It may depend on a lot of factors; I uninstalled studio back in January, but I do remember that my implementation was flawed for animations. I made a post about it that someone replied to:
I didn’t want to remake what I spent a lot of time already making back in 2024, but it may help you. Also in the same linked post, the first post has a video showing my accessory set up and what eventually worked for me.