As a Roblox developer, it is currently impossible to see which Accessory equipped on a Character corresponds to which AssetId in the AccessoryBlob of the HumanoidDescription.
In one of my games I use HumanoidDescriptions to equip accessories that players have unlocked. I was looking into allowing players to customize/fine-tune the appearance of these accessories, but I have no way of knowing which Accessory is linked to which AssetId once the HumanoidDescription has been applied to the character. Therefore, I’m not able to edit the appearance of just one Accessory.
If there could be an Attribute/IntValue/etc. added to Accessories inserted from HumanoidDescriptions, or even just re-name the Accessory to the AssetId once it is inserted, it would allow for much more robust avatar systems to be created.
I believe a someone mentioned it on the DevForum; but that post appears to be deleted now, as when you search it up on the DevForum the only post that shows up is mine
Yeah, if the Instance property of AccessoryDescription will be pointing towards the Instance, I believe it will solve the issue.
Right now it doesn’t, I am pretty sure it’s unfinished. Those AccessoryDescription aid towards HumanoidDescription and are parented to it as well. It aids for usage with ApplyDescription.
So you wouldn’t have to modify AccessoryBlob or anything, and it seems to be backwards compatible somehow as well.
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That it was deleted is a bit concerning.
But… accessing the AccessoryDescription based on the AssetId… doesn’t exist yet, you’d have to loop through all and compare the AssetId. Maybe they’re going to add new methods to HumanoidDescription, I do not know.
I wanted to see where the new Avatar Rules are, if I go to the API there’s a huge list about accessory refinement now.
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But even…
if they add it, what would you do if Instance is nil at the time the AccessoryDescription gets created anyways? The same thing is for ObjectValue as well, and you’d have to do a while not nil loop… which just acts like WaitForChild