[Client Beta] In-experience creation for Accessories and Layered Clothing

[Update] November 24, 2025


Hi Creators,

We’re excited to announce the next step in our In-Experience Creation (IEC) roadmap: the ability for users to create and save Accessories and Layered Clothing from your experience directly to their inventory! This was a top community request and extends the capabilities introduced with the “Add Avatar to Inventory” feature.

You can now allow your users to create, pay for, and save custom layered clothing and rigid accessories to their inventory using the same technical foundation: the EditableMesh and EditableImage APIs.

Unlocking New Creator Value

Here’s a breakdown of the core benefits and features you can take advantage of:

  • Attribution & Discoverability: All items come with an attribution link back to your experience, allowing anyone on the platform to view and access your experience from a friend’s avatar.
  • Monetization: When a user makes a purchase, you will receive 70% of sales (30% as the item creator and 40% as the experience developer) after recouping the creation advance.
  • Player Creation Flow: Users utilize developer-provided tools in-experience to create the item, preview the creation, and complete the purchase via PromptCreate*. Upon passing moderation, the user can equip their asset and use it across the platform.
  • Powerful Creation Tools: You’ll use the EditableMesh and EditableImage APIs to give users full mesh and texture customization capabilities.
  • Marketplace Rules: Creations are for personal use only and cannot be sold or traded.
  • Guardrails & Validation: All assets must pass UGC validation and moderation. We strongly recommend using the UGC validation APIs like ValidateUGCAccessoryAsync and GetValidationRules, so your users don’t get validation errors when they try to save.

Examples of shirts and a hat created in the Roblox Avatar Creator experience

How to Enable In-Experience Creation for Accessories & Clothing

Enabling this feature uses the same token system established for Avatar Bodies. Here’s how to set it up:

  1. Meet Creator Requirements: You or your group must be ID-verified and have a Premium subscription to enable the publishing APIs. You must maintain these statuses for the token to remain valid.
  2. Purchase Avatar Creation Tokens: In the Creator Dashboard, navigate to Monetization > Avatar Creation Tokens.
  3. Configure Your Token:
    • Click Create Token.
    • Enter an internal name and description.
    • Select the specific Item Type (e.g., Jacket Accessory, Hat) you want to enable.
    • Set the price for the created item. Prices for IEC assets have their own dynamic price floors, which are set at or above the price floor of UGC Marketplace price floors for that asset type. You can set a price above this floor.
    • You will need a separate token for each asset type and each unique price point you wish to offer.
  4. Complete Purchase: Purchase the token, which involves a flat Creation Fee and a recoupable Creation Advance.
  5. Use in Your Experience: Copy the Token ID from the token’s menu in the dashboard. You’ll use this ID in the new PromptCreateAvatarAssetAsync API.

Supported Asset Types

You’ll purchase an Avatar Creation Token for each of these specific types you wish to enable in your experience:

Accessories Hat, Hair Accessory, Face Accessory, Neck Accessory, Shoulder Accessory, Front Accessory, Back Accessory, Waist Accessory
Layered Clothing T-Shirt, Shirt, Pants, Jacket, Sweater, Shorts, Dresses & Skirts

API Documentation

We are introducing a new asynchronous API on AvatarCreationService to handle the upload and publishing of single-instance accessories and layered clothing, alongside an event to notify when moderation is complete. For more information, check out our documentation on Creator Hub.

AvatarCreationService:PromptCreateAvatarAssetAsync: This new API allows you to prompt a user to purchase, submit, and save a custom accessory or layered clothing item to their inventory.

AvatarCreationService.AvatarAssetModerationCompleted: This new client-side event fires on the client once an asset submitted via PromptCreateAvatarAssetAsync has finished going through the moderation process. This allows you to provide feedback to the relevant player that their item is ready for use.


Known Issues

  • We’re working on implementing gamepad support to the reference experience to ensure compatibility with platforms that rely on gamepad. We expect to have this completed in the next few weeks.
  • If you copy the placefile, the T-Shirt asset works in Studio. However, if you want to re-publish the place, you’ll need to run a script we’ve provided in the experience - UpdateReferenceCageMesh in the console. We will have a fix so you won’t have to run the script shortly. Alternatively, uploading your own Avatar Assets for IEC does not require this script and is the recommended approach.

Next Steps & Feedback

We can’t wait to see the incredible custom creation experiences you’ll build with these new APIs!

If you have any feedback on the API structure, the creation flow, or any other aspect of in-experience creation for accessories and clothing, please let us know below.

Enjoy!

@whol8wh8at, @YoungAla132, @vk_rObl0x, @TheGamer101, @icouldblox, @misterpebblez, @klaugrana001, @BloxMachina, @peaze4ly, @gcheck14552, @thetibash, @GeneralRelish, @gelkros, @Ozamanthus, @DucVroom, @MountainBird404, @FarazTheGreat, @timetopretend8


FAQs

Can users sell their avatar creation?

  • Currently, we are not allowing in-experience creations to be sold on the Marketplace. In-experience created accessories and layered clothing can be purchased and saved to the user’s inventory, but they cannot be sold on Marketplace, traded, or resold to other users.

If an avatar fails moderation, does the user receive a refund?

  • No, if the avatar violates Roblox community standards, the user will not be able to receive a refund. They may appeal the decision if they believe their avatar was incorrectly moderated and should be approved.
97 Likes

This topic was automatically opened after 10 minutes.

Patching the layered clothing lag exploit when? It has legit been years and its still not patched. Everytime the post is bumped they say we are working on it, patch will be in few months and nothing happens.

16 Likes

awesome another great update this week
we are being blessed with these studio updates

5 Likes

We are actually working on it! An improvement was rolled out earlier this month, so the lag should be a bit better now than it was. However to completely fix the lag, it required a pretty fundamental change to how layered clothing works. The final fixes are rolling out in the coming weeks, so expect to see it mid-November!

27 Likes

no particles ugcs please particles cause more fps drops

7 Likes

Says the one with an accessory with PARTICLES innit.
Also they could just add restrictions for accessories with particles.

18 Likes

bigger question is, when does PromptCreateAssetAsync() come back? if you’re introducing all of these apis it’d be a good idea to bring that one back

5 Likes

this seems scary. how is moderation going to work for this??

6 Likes

Have you tried using Avatar Settings? You should be able to turn them off.

2 Likes

Problem 1: This does not exist (even though it should) when using R6:

Problem 2: Just like Auto-Jump, this should be a toggle within the client, not in studio. I should be able to toggle whether hats can make sounds and emit particles in any game I want. Not leave it up to the developer to maybe turn it off.

6 Likes

I’ve been trying to test this out, but for some reason I can’t seem to buy any Avatar Creation Tokens. I keep getting a Publishing Unsuccessful error with an unknown issue. I can’t seem to purchase one for any of the accessory types except body, but I want to try with rigid items.

5 Likes

Having this issue as well. This is really a good feature to test out but we’re currently not able to test since it gives issues. Hopefully it gets resolved soon.

2 Likes

But how exactly would this work? If not done right, such a toggle could easily give players an unfair advantage in many games if it unintentionally targets developer-made effects or sounds on hats in the game.

1 Like

My brother in christ. The sounds are nothing but annoying and the particles can lower FPS.

If someone uploads a hat with the sole purpose of being annoying, or obscuring the player behind particles, is that not an advantage? Should I, as a player, not be able to toggle that? Should the obscuring particles stay because the developer didn’t forcefully disable them, or should I be able to turn them off myself?

Should I, as the player, be forced to listen to the same 3 sound effects on repeat with no way to turn them off without muting the entire application?

Should people be forced to render and listen to non-essential things loaded in by accessories?

People should at the end of the day, be able to toggle both sounds and particles because they are non essential to games and most times just act as a complete annoyance. There is no “Advantage” gained by turning them off, you’re simply removing annoying effects that weren’t intended to be there by the game developer.

3 Likes

Please actually read my post properly and you’ll understand my concerns lie in how it might impact effects made by the developer if not handled correctly.

2 Likes

Same issue.

2 Likes

I don’t think its particles being the issue but rather ParticleEmitters being lackluster in terms of optimization. Like they’re fine, but you can make a faster implementation using BillboardGuis iirc.

1 Like

I’m sure Roblox staff is capable of making it so it only affects accessories loaded via avatar appearance, it isn’t difficult at all

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Thanks so much for letting us know you ran into this! Sorry for the inconvenience and thanks for catching it. We took a look and believe we’ve fixed the issue now and you should be good to go.

Could you give it another try and let us know if you’re still experiencing any problems? Thanks so much, and sorry about that!

cc @HexLineal @Sharksie

2 Likes