Hello! This is my first topic for scripting support, so I’m hoping I’m giving enough information to get help.
I’m in the process of making a datastore system that saves player skins after players purchase them from a timed, rotating market. The way we made the skins is an override to the player to morph them into ‘characters’ of the game. So, the skins are children of ReplicatedStorage → folder “Skins” → sub-folders with their rarities → Then the skins themselves are listed under them.
Image Reference for the Path
I’m in need of guidance of the best method to save these with DataStore so they save after purchase and show in an inventory system so they can equip the one they want to use. We will be constantly adding new skins after the release, so what method should I use so the likely hood of Data Loss is at a minimum when adding new skins to the game?
I’ve searched the forum and seen people mention using tables and dictionaries, but I don’t know if either of these will work for the use I need them to, and I’m unsure of how to correctly set them up if they are the correct DataStore Systems to use.
Let me know if you need anymore information to help me out!
I would recommend making a table of up to date skins and saving the skin name under the player. When the player loads in, you can check if the saved skin is in the table. After that, you clone the skin through its respective path and parent it to the player and rename the clone to StarterCharacter.
Im also trying to create a skin system for players to be more unique. Any upsates or solutions? My idea is to make a point shop (already have) and you can purchase skins or skin crates to unlock skins. You could then equip them from your inventory and when you leave/rejoin, your skin will still be equipped