I’ve already attempted moving it to a blank baseplate in case another script was interfering, still didn’t show. Doesn’t show as a child under my character’s head, no errors in console.
(I tried manually copying it over, it showed)
simplified version with all the scripts and important assets: Nametag stuff.rbxm (5.4 KB)
We won’t be able to find the issue from this script alone. The script has no issues, so the only issues could be that you’re referencing the wrong stuff.
Try play testing and pressing F9 to check the dev console for errors (or just have the output window open)
I just recreated the scenario and it worked fine… Did you check the explorer in playtesting to make sure there was no gui in your head that might’ve been invisible?
It seems it’s something to do with head meshes, when I unequipped my head package it seemed to fix itself. I tried equipping an rthro head later to test it, didn’t work.
For starters, connect playeradded to a function instead of branching it.
You also need to be checking for current players in the game and acting as if they already have a character loaded rather than waiting for a new character instance to be added.
local Players = game:GetService('Players')
function PlayerAdded(Player)
local Character = Player.Character or Player.CharacterAdded:wait()
repeat wait() until Character
local Tag = Tag:Clone() --whatever ur tag is
Tag.Parent = Character:WaitForChild('Head')
Player.CharacterAdded:Connect(function(Character)
local Tag = Tag:Clone() --whatever ur tag is
Tag.Parent = Character:WaitForChild('Head')
end)
end
for i,v in next, Players:GetPlayers() do
PlayerAdded(v)
end
Players.PlayerAdded:Connect(PlayerAdded)
Not really sure why roblox does this, might be a bug. If your character has anything but the default head equipped, then the head gets removed and added back with the correct mesh. Same goes for any bodypart that has a non-default mesh equipped
To fix this you could add plr.CharacterAppearanceLoaded:Wait() on the 1st line of CharacterAdded