We are going to be migrating the full catalog of Head and Accessory items to use
MeshParts instead of
SpecialMeshes inside of Parts. The migration will help us enable future technologies and features!
This change is not live yet, but will be in the near future.
Since this may break scripts that depend on the existing structure of heads, we will introduce a new property to Workspace called
Workspace.MeshPartHeads, as a way to opt-in to this new format.
Again, this is NOT live yet, but here’s what it will look like once it is enabled:
At release, the “Default” setting will have the same behavior as “Disabled”. At a later date, we will change this behavior so that it matches “Enabled”. This will allow games to opt-out if necessary to fix broken code (if they did not opt-in and fix that code previously).
In addition to this, all legacy heads which point to local files distributed with the client will now point to cloud-based asset ids.
For example, Blockhead previously pointed to
but instead now points to
Accessories will be updated at a later date and use an additional setting.
We will update this thread once the migration occurs and this setting is available.