Player.CharacterAppearanceLoaded not firing Clientside

Standard character loading happens on the server and is replicated to the client – so it would actually be the reverse. Currently, the client has no mechanism for knowing how many instances it should have, so we are unable to check on the client that it has all its parts

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Is there a plan to add an event which fires when the entire character is loaded on the client? And why does CharacterAppearanceLoaded fire on the client for R6 Rigs if there is no mechanism for knowing how many instances it should have? Also, how are developers supposed to know when it is safe to work with the Character before it is parented to the workspace?

If you’re interested this, please file this as a feature request, not a bug

I would gladly but I sadly do not have access to the feature requests even tho I’ve been waiting to get accepted to the feature requests group for years now