Setting game to R6 and publishing does not force R6 avatars

I set my game settings to R6 but when I join on an alt with a 3.0 package it doesn’t remove their package and give them R6.

image

edit: I also tried making a new game and setting the same settings but it still does not work:

1 Like

It quite literally is R6. Can you be a little more clear on what you are trying to do?

1 Like

I don’t want the player to have their 3.0 avatar and instead have the R6 package that I have on.

Changing it to R6 changes it so its all the same size, it doesnt have to be blocky to be R6

1 Like

In the avatar page in your game’s settings, it is possible to change mesh IDs for limbs and body parts of the character. But since a block avatar isn’t a package (no package limbs are equipped), there is no ID to give them. Give me a few moments to test something.

1 Like

update: Found a script that removes their packages.

local Players = game.Players	-- establishes player from game

function PlayerJoined(Player)	-- main function
	local function RemoveMeshes(Character)	-- secondary funcation
		local Humanoid = Character:WaitForChild("Humanoid")	-- finds body
		wait()
		local CurrentDescription = Humanoid:GetAppliedDescription() 	-- finds body description
		
		CurrentDescription.Head = 0		-- changes to standard
		CurrentDescription.Torso = 0
		CurrentDescription.LeftArm = 0
		CurrentDescription.RightArm  = 0
		CurrentDescription.LeftLeg = 0
		CurrentDescription.RightLeg = 0
		Humanoid:ApplyDescription(CurrentDescription) 	-- applies values to description
		
	end
	Player.CharacterAppearanceLoaded:Connect(RemoveMeshes) -- forces description to values
end

Players.PlayerAdded:Connect(PlayerJoined) -- runs main function
1 Like

You can put a script in startercharacterscripts. It will wait until some parts of the character load and then get the children if the character and delete the CharacterMesh instances

Edit: yeah that

1 Like

This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.