CharacterAutoLoads Preventing WorkSpace from Loading

  1. What do you want to achieve?
    I want to make a MainMenu that doesn’t load the character until the player selects a Morph.

  2. What is the issue?
    I use a viewport to display the morphs and would like the main menu to be able to see the map in the background. However, when using CharacterAutoLoads and setting it to false, the local scripts have ZEROE access to anything in the workspace, so I can’t use cameras or viewports. Is it possible to load the workspace?

  3. What solutions have you tried so far?
    I am able to clone the UI from replicated storage, but the scripts won’t run for the menu since it is dependent on workspace objects.

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put the player character somewhere else, and respawn them with the selected morph.

One possible solution to this issue is to use a remote function or remote event to communicate between the main menu and the workspace. You can set up a remote function in the main menu script that, when called, requests the workspace to load the character.

this worked for me:


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Yeah, and I can do that; the only issue is that I can’t use the menu at all without some workspace elements that I would like to use in the UI with viewport frames. And I don’t want the player’s character to load in at all until the morph is selected. I found a fix by disabling Workspace StreamingEnabled, but that would come at the cost of performance if disabled entirely. I’m hoping to find a solution that only temporarily disables it or something for that specific player until they actually load their character in.

Thanks, that’s what I finally figured out, too, but that would basically render chunks throughout the whole game for every player that they don’t need at the cost of performance. Im hoping there is a solution that only slightly/temp does that.

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Then i guess i would do what Trxae said

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