R6 to R15 Adapter [Beta]: Enable R15 Tech in R6 Experiences

I haven’t considered it, but that could be a good idea.

I’ll see if, at some point, I could construct a script that sets up characters to be the exact edits I have made in the videos.

Please note that Layered Clothing doesn’t exactly work as well as with this type of setup so I’d consider disabling it.

(Reason this happens is likely due to layered clothing becoming the replacement body part)

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Sadly no UGC yet so I haven’t been able to open source it, the plan was to get UGC sell the package and then open source it for everyone to use for free.

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Would love to enable this in my R6 experience for mesh part heads & accessories, but unfortunately scaling is pretty awful and my character is short. I expect a consistent height of ~5 studs so it won’t break compatibility, and I also have issues with body limbs not consistently existing after the character loads.

Can we expect improvements here?

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I just discovered the feature today and it’s really amazing despise I look cursed because my head is very small compared to my body.
Would be cool to fix this problem!


Also when my avatar is in R6, it would be nice if the feature doesn’t convert my R6 to R15 then R6
image

Seems like R15 animations are completely broken with the adapter, which wasn’t the case previously when it wasn’t a property in workspace but just a button in avatar tab (iirc).

I admit that it was quite long time ago, but I sure do wonder if it’s just a recent bug or the adapter wasn’t supposed to work with R15 animations in the first place.

Hope the roblox staff would shed some light onto it

What is a happening is a splendid thing, But, Never force it on games automatically whatever happens, it can cause problems that use custom things as you all have written up there, Also, Limitations, Like the use of R15 animations must also exist.

This is awful, not only does it look weird, it doesn’t even remotely look like R6. This update feels like a joke. This needs to be fixed.

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This statistic is blatantly misrepresenting the public opinion on R15. I and many others notice outfits changing from R6 to R15 without our consent. ROBLOX either randomly rolls out updates to force outfit changes, or the avatar editor is incredibly buggy randomly switching our avatar to R15, equipping dynamic heads, etc… All due to bugs.

The avatar editor is also an awful experience making it a chore every time I use it. Not that it matters if I do or not because most popular games force R6 or R15 further preventing most people from caring enough to switch their outfits back, me included.

I like R15 but I also really like R6, this statistic is just misrepresenting the truth. There are also an abundance of alt accounts that are created with and left with default avatar settings, which is R15. Alt accounts do not care what avatar type they are on so they will stay on R15.

I’m sure most people like R15 as well, but this claim that 98% of the community using R15 seems to imply that they like it more than R6, which isn’t a reasonable claim at all. Just faithfully recreate R6 if you must. We don’t want attempts to justify switching to R15 with misinformation. We want a faithful R6 if this really must be done. R6 has become an increasingly more popular style for the largest games, it wouldn’t make sense to ruin them.

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You’re preaching to the choir.

I know. Your comment was just higher up and also quoting the statistic I wanted to talk about. More opinions with more information is better than fewer.

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The universal avatar editor works really well with R6 in my experience, I’d recommend giving it a try as the performance has gotten a lot better in my opinion

y’all just removed the entire point of choosing between r6 and r15, not only this made r6 look awful but now r6 is just a version of r15 with less joints litterally no reason to make this change whatso ever.

in blocky avatars the waist looks weird, and female/avatars with smaller torsos now look fat and yet we didnt even have a way to force blocky avatars in r6 games except trough unnecessary scripts before this was even added.

at least add an option to disable this monstrosity in your own game.

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I LIke this update but motor6ds are really weird and buggy and some things don’t work well with it most of the time it works good at least make the adapter as an option

why take the roblox out of roblox, Roblox?

the majority of this “98%” R15 is alts and bots and old accounts that nobody uses anymore. try getting the percentage of all ACTIVE accounts and confirming that they aren’t bot accounts.
im sure it would be a lot more like 20, 30, 40%.

r6 is honestly what makes roblox feel like roblox.
dont just be like any other game. Please?

+R6 has better animations
+you can update r6 but you dont want to
+again, if “98%” use r15, what percent of developers use R15? literally put out a Website-Wide poll if you should deprecate R6. i wonder what the results would be.

listen to your community on this one guys.

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Sorry if this reply is short or does not have enough details; I’m new to the dev forum, I was wondering why the lowertorso size is 1.8, 0.4, 0.9 and not 2, 0.4, 1 I tried looking inside the scripts, but all I can find is LowerTorso = Vector3.new(2, 0.4, 1), inside ReplicatedStorage > AvatarUnification > UnificationScale line 137, which seems correct.

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I also noticed that the legs are a little off However, I do not know how to fix this issue.

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Keep going, developers. Don’t let the multibillion dollar company silence our complaints. This is a good update in concept; we just need to make sure Roblox is told how to execute it properly.

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Dont.

Just.
Dont.
Like 99% of obby games use R6 all because it is locked to ONE hitbox size meaning you don’t need lots of testing of different avatar sizes.

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I’m sure that some flaws of this adapter have been brought up many, many times but I really want to share my opinions on this whole thing (even if I’m a year late at this point).

I have recently started to use the adapter for my own work (since I prefer the simplicity and style of R6 that I have come to know for years at this point (I first started playing Roblox back in 2012 on an older account so R6 was the only avatar type available until 2016). After using the adapter I can’t help but notice very glaring issues with it:

Not only does the adapted version of R6 look tiny compared to the legacy R6 rig and even the R15 rig, the adapted R6 rig looks absolutely nothing like R6 at all. The scaling in particular looks very weird compared to the other two rigs, which are almost identically scaled.

I also really want to point out this lower section of the rig. The legs (which are also weirdly scaled) are seemingly “tucked in” where they should be more spaced out to meet the side of the arm. Also, what is going on with the torso? It looks terrible and with how the top of the legs just stick out from the sides of the lower torso, it makes the whole thing look like a less exaggerated version of the “wide legs” thing. Not only are the arms placed too low where the bottom of the hands should be in line with where the lower torso ends, the torso seems incorrectly scaled entirely.

The weird “gap” here makes the whole avatar look terrible and what makes this worse is the fact that this is visible from regular gameplay. With how the legs and the lower torso are scaled, it makes the top of the avatar look wider than the bottom, presenting an almost subtle but annoying “hourglass” shape that isn’t reminiscent of R6 or even classic avatars at all.

Going back to the scaling of the whole avatar from earlier, it is extremely noticeable just how short this adapted R6 rig is compared to the legacy version that is being replaced. Not only is the head slightly smaller compared to the legacy rig’s head (which is arguably better than having an oversized head making the avatar look like a child), it is still noticeable and makes the rig look that much more uncanny.

This is another small nitpick but why is the arm sat slightly higher than the top of the torso? No R6 avatar looks like this.

You can also see just how botched this rig is compared to legacy R6 where only the hitbox of the adapted rig has the correct scaling. (see below)




Why would you scale the rig like this knowing that it’s just blatantly incorrect and just not bother scaling them to the hitbox? Because of how low the arms and torso are and how close the legs are to each other it makes even the R6 walking animation look weird, with how the arms awkwardly pivot incorrectly around a point on the arm hitbox where the arm isn’t physically positioned to. And as a result of the lower arms and torso, the head is much lower compared to its hitbox which, I must add, can collide meaning that the collisions just look weird because the physical head part is set so low thanks to the positioning of everything else.

Before I end, I must add that I know that this is a Beta and that this isn’t final but I want to stress the fact that this adapter needs to be perfect before you even start to think of deprecating R6 as failure to do so will result in a massive backlash from the community because of you delivering a very under-baked product when you promise to “work with [you] (us) every step of the way”. Forcing an under-baked adapter onto every single R6 game which includes many games that were already butchered from many failed updates of the past (Experimental Mode as an example) will just render them unplayable as this adapter is bound to further break them in its current state.

The glaring issues that others in this post have shared including problems with animations, scaling and their scripts not working with the new rig, as well as the scaling issues and other minor problems makes me hope that a rework or at least drastic updates to this adapter before we move onto the “opt-out” stage are planned. A poorly written “adapter script” that feels very hacky and we can’t even fork ourselves to fit our games’ needs feels bound to break at some point much like the legacy R6 technology stack is due to break future avatar-oriented features. I would expect this to be incorporated into Roblox’s internal client code or at least let us fork the adapter ourselves so that we can make adjustments for our games as necessary.

This adapter has the potential to become a really good feature, and I, as well as others will want to use this for our games to ensure the longevity of our games and allow players to use their avatars with more recent features such as layered clothing and animated faces and whatnot. Please take what I have mentioned, and what many, many others have mentioned to make this adapter flawless before the R6 technology stack is deprecated and becomes the new norm for R6 games.

EDIT: fixed some typos I made

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Did AvatarUnification disappeared from the workspace??

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