So I’m trying to create a custom character creation screen, and my game also has a custom loading screen, the problem is that if I disable CharacterAutoLoads then ReplicatedFirst does not run any scripts. Is this intentional? if so, what is the work-around for this?
Are you sure? ReplicatedFirst should be running before your character exists no matter what.
When I’m testing it doesn’t, providing that CharacterAutoLoads is disabled. If it’s enabled then the scripts do run. I’ll just have to play test by uploading the place in the future.
I’ve experienced this myself actually and yes I do believe it is a bug. Will take note of it, this needs to be fixed.
I suppose this should be moved into bug reports.
Sure you’re not doing a WaitForC on any gui items? The character has to load for gui to load when you join a game, so a WaitForC to a gui item would stall the thread.
Insert LocalScript into ReplicatedFirst
Turn CharacterAutoLoads off
Play Solo
Output → Nothing
Yep, I’m sure. It’s a bug.
This was never moved to Bug Reports or commented on, so I’m just worried it was overlooked or forgotten. Giving it a bump.
Haven’t forgotten about this, I have to work around it all the time. The best workaround for now is to wait until the character spawns and instantly destroy it. If your camera is scriptable then users won’t know the difference.
I’ll be working on this very soon
Sorry for necrobumping, but this is still an issue and it’s a pain to work with.
For reference ^^^
its still on the list of bugs, but hopefully it gets fixed soon