Players:GetUserIdFromNameAsync() failed: Unknown user

I want to make some animation game for 3 players (i just set up the character loader)

but i kept getting those error even though i typed in the right username

i tried looking up for chatgpt and roaming around dev forum but its hard to understand

server side loading script

local function load(plr)
	local starter = plr.PlayerGui.ScreenGui.main
	local name1 = starter.FIRST
	local name2 = starter.SECOND
	local name3 = starter.THIRD
	local ID1 = game.Players:GetUserIdFromNameAsync(name1.Text)
	local ID2 = game.Players:GetUserIdFromNameAsync(name2.Text)
	local ID3 = game.Players:GetUserIdFromNameAsync(name3.Text)
	if ID1 then
		local OUTFIT1 = game.Players:GetHumanoidDescriptionFromUserId(ID1)
		if OUTFIT1 then
	if ID2 then
		local OUTFIT2 = game.Players:GetHumanoidDescriptionFromUserId(ID2)
		if OUTFIT2 then
	if ID1 then
		local OUTFIT3 = game.Players:GetHumanoidDescriptionFromUserId(ID3)
		if OUTFIT3 then


client side loading script

local gui = script.Parent
local plr = game.Players.LocalPlayer
local main = gui.main
local name1 = main.FIRST
local name2 = main.SECOND
local name3 = main.THIRD
local donate
local start = main.start
local loadbt = main.load
local rmload = game.ReplicatedStorage.load
local donatepanelopen = false

local function load()


Screenshot 2024-03-11 131831

From what I know, the server-sided scripts cannot access (what the users have changed) the local UI text.
You should send in the arguments of the UIs’ text in the RemoteEvents.


can you do an example? im not quite understand tho

Here’s an example of what you can do:

local function load(plr, name1, name2, name3)
    -- function blah blah blah


in your local script:

local function load()
	rmload:FireServer(plr, name1.Text, name2.Text, name3.Text)


Also, please keep in mind that you cannot send any of the objects to the server side (it will just appear to be nil), only the server can send objects to the clients.

You have to re-run these. They are defaulted to trying to check nil. Every time the textbox changes, you need to change the variables as accordingly.

i follow the same thing but it attempt to index nil with ‘Text’?

You should send the text value in the RemoteEvent, not the TextLabel object.
Also, you don’t need to use name*.Text as the text value is already sent in the function.

Argument 1 missing or nil

if the load() function on the server is triggered when the remote event is fired ?
If so, keep in mind that the first argument will always be the player firing the remote, no matter what. Also, your MouseButton1Click connection does not provide the plr argument, so it’ll be nil, just remove it on the client side.

My apologies, I forgot to mention that you don’t need the plr argument in rmload:FireServer
Instead, you should remove the plr as it is already fired as the first argument by default as provided here: RemoteEvent | Documentation - Roblox Creator Hub

The code in the LocalScript should be: rmload:FireServer(name1.Text, name2.Text, name3.Text) and the load function don’t have to pass in the plr argument.

Also, the reason why it said Argument 1 missing or nil is because of that the .MouseButton1Click does not pass any argument, thus it passed in nothing as plr argument.

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