-
What do you want to achieve?
An in-game avatar editor system. -
What is the issue?
I cannot figure out how to do it. There is barely any documentation forHumanoidDescription:SetAccessories()
so I am clueless. -
What solutions have you tried so far?
The DevHub had barely any documentation forHumanoidDescription
.
If you have the accessories you want to put on the players avatar already, I think you just clone and parent the accessory to the player’s character.
If they are in an odd position, try changing the offsets inside of the accessory.
I have tried doing that, it didn’t work. Wouldn’t it also cause lag to have over 5,000 accessories loaded in the game at once?
I dont understand why you’d have 5000 accesories…
I dont know if this would work for your case, but inside of a game im working on, I have a backpack that the player must wear
I put an accessory inside of StarterCharacter
Inside of the accessory, there is only a part with a Mesh inside of the part
You could change the mesh id and mesh texture for the different accessories
I am making an avatar editor, for the player to edit their avatar in-game.
Let me know if what I said works
How can I retrive data of what the player has on?
I dont understand, do you mean what they are wearing when they join the game?
No, what they equip with the avatar editor. Later on I am adding a costume saving feature.
I don’t see how this is helping with making it so you can equip accessories.
If you need help with making it save, you may want to create a new post.
I know how to make it save. Its just how can I see what the player has equipped. A HumanoidDescription
would make it easier to track it.
You could use the data from the meshid, or name the mesh when you are changing its id and texture
Would the mesh id be the assets id?
I think you are confused, let me explain what I’ve already said
Basically, make an accessory inside of StarterCharacter, with a part inside. Inside of the part, have a mesh.
When you are equipping an accessory, change the MeshId of the mesh inside of the accessory that’s already in StarterCharacter
Or maybe I can keep a data table on the server that keeps track of the id’s of the assets the player has equipped?
Yes, do that, If you need any further help, I recommend making a new post on your questions.
Quick question: InsertService can be used to insert accessories, right?
I have never used InsertService, so I do not know
I found this: