I’m trying to understand the HumanoidDescription, but it’s not clicking for me.
Basically, I’m looking to make a system where people can try on accessories of any sort from the ROBLOX catalog onto themselves. However, I’m looking to achieve this by using the HumanoidDescription.
I understand how to add/remove a singular item from a category. However, what if the HumanoidDescription already has accessories in the category (or more of them in the same category) and I wish to add/remove a specific accessory to it?
Does anyone know how this would be achieved? It’s been giving me a rough time for the past few hours and I’m pretty sure a lot of people on here know better than I do.
Adding accessories: just add a comma and then the new accessory’s ID to the right property. like 12345678 plus the hypothetical 123 accessory would become 12345678,123.
I think I might know how to remove an accessory, but I’m not 100% and I’m not good in explaining.
Unfortunately, it didn’t work; it just adds up the sum of both IDs. I thought it could work cause, for some reason, IDs from HumanoidDescription show as strings, but they’re so confusing to me.
Basically, at first, I did the thing with commas like what you said, but it doesn’t add up the second ID; it just shows the first that was on the list.
Then, I had an idea of converting the whole category of a HumanoidDescription to string and then add up a tostring() of the second ID. It just counts them together.
I don’t think the code is necessary; it’s just a singular test line that needs to be mastered in order to apply it to everything else.
I haven’t cause in order to do that, I need to be able to change the description to apply it. However, this whole topic is the issue; I can’t seem to figure out how to add/remove an asset/multiple assets to a description category even if that category was to be empty or have multiple assets in it already.
Maybe I should’ve mentioned it right at the beginning, sorry; I’m looking to save the HumanoidDescription to DataStores, so I can’t go by that method. I need actual IDs so the outfit can reload on next startup.
You can still save the hat ids in the datastore and use game:GetService("InsertService"):LoadAsset(asset_id)[1].Parent = character to load a specific hat id and put it in a player’s character