I’m making an avatar customization system and I’m trying to switch to MeshPart Accessories, but I cannot spawn new accessories or save them because you cannot instance new MeshParts with a MeshId. But it made me realize: then how does Roblox do it?
Is there any loophole around this? The accessories saved will be based on the website anyway via AssetId. InsertService doesn’t work - it inserts it with a SpecialMesh.