StarterCharacter will cause all players to use that character model as their in-game character. For this to apply to only one user, you will need to implement a system for that.
It will look like this ( This only works for when they join the game )
-- The Custom Character
local CustomCharacter = game:GetService("ServerStorage"):WaitForChild("Custom Character")
function GiveCustomCharacter(Player: Player)
-- Clone it
local Cloned = CustomCharacter:Clone()
Cloned.Parent = workspace
Cloned.Name = Player.Name
-- Set Character
Player.Character = Cloned
end
local Players = game:GetService("Players")
Players.PlayerAdded:Connect(function(player)
-- Check UserId
if player.UserId == 2399137744 then
GiveCustomCharacter(player)
else
player:LoadCharacter()
end
end)
It Works! but now it affects the tools + animations in the game, sadly also the other players couldn’t respawn due to the characterautoload thing, but I still got to achieve my topic though!
When it makes the new character it doesn’t have the StarterCharacterScripts inside of it. So, maybe you can clone them and put it inside of the Character?