How to change humanoid desc width on a server controlled, but locally visual humanoid

I have a humanoid that is controlled by server sided scripts, and is just a root part server sided.
The limbs are created then attached player sided because they are purely visual.
I wanted to do this to decrease lag, but it doesn’t let me edit the character width/height from the player’s side which is necessary to change the visual look of the character’s limbs/body.
Like if I wanted to make a dwarf who is stocky, and short, it would not let me.

I was told that if you make the humanoid locally sided, it would be possible to update the humanoid description, but this humanoid is server sided, with local sided limbs.
Is there no way to change the humanoid width/height somehow?

I tried adding a humanoid description client sided but it did not work.
It replied with “Humanoid::ApplyDescription() can only be called by the backend server”
I also tried updating a server sided humanoid description after the limbs were added, but it did not affect the limbs/body on the player’s visual side.

Does anyone have a solution to change the width/height of player visual NPCs that only have a humanoid root part on the server?
Like if I were to create a dwarf/giant.
This was the main reason I tried using r15 instead of r6, but it seems to not be working.

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No solution.
You can try mimicing it by using InsertService through.
(not sure if client can access it YET)

Try running this in command bar: game:GetService("InsertService").AllowClientInsertModels=true

NVM does not work sadly.
YET*

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Isn’t this a massive security risk?

how so?
LOL
How could allowing client to use public data could be a risk in general?

It’s sort of a knee jerk reaction. I was thinking of situations when the client can insert models that could make them fly.

Either way, it’d make exploiting way easier.

Your logic makes no sense.
Why would exploiter do that and potentially make itself even more detectable?
You don’t know what you are talking about.

Imo, one of the best ways to secure your game is to make exploit vectors as difficult as possible.

As you know, checking how much money a player has on the serverside makes it impossible to purchase items when you don’t have enough currency using cheats.

Now bare in mind, I’ve never used InsertService before, so I don’t know exactly what that property you’re mentioning does, but it sounds like it’s making it easier for the client to insert stuff they’re not supposed to.

Yes, you’re right, it makes it easier to detect cheats, but wouldn’t it be better to not need that extra effort in checking for inserted models in the first place?

What checking?
Please don’t use such a surface-level knowledge.
You still live in a sort of placebo bubble where all exploiters are dumb skids. Which is kind of odd considering you have been a member of DevForum longer than me.
You need to be more serious and go beyond surface level, such as detecting vulnerabilities in exploits.
Thing you described is a kindergarten.
Exploiters win twice if you shoot your own leg “fighting” them.

Eh, I’m not knowledgable in this case.
Still though, most exploiters are “dumb skids”. Not all, but most.

Anyways, this post isn’t a good place to discuss this sort of thing. If you wanna keep talking, take it to my DMs.

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