The current accessory limits are needlessly restrictive, use accessory cost instead

As a Roblox developer, it is not possible to create powerful avatar customization experiences because of arbitrary and inconsistent platform limitations.

As a Roblox player, it is currently too hard to customize my avatar to the fullest extent possible due to avatar limits that are needlessly restrictive.

I made this reply a little while ago, this is a reiteration of that.


Accessories currently are hard-limited by total number, and limited by number within a narrow range of categories.

The number of polygons, memory impact, etc. in any particular accessory has no relationship with the accessory’s category, so limiting the number of accessories per category does not make any sense. Further, as far as I know, UGC Accessories have a limit on the maximum number of polygons, but this still allows UGC creators to overuse geometry where it is unnecessary, making the total accessory limit also ineffective. Thus, limiting the number of accessories in categories or in total does not benefit performance, user experience, or resource use in accessory creation.

If the per-category limit is for UX / ease of use, it has the opposite effect. Players don’t care about category, they want to equip what they want to equip, and UGC is often designed to be layerable (see hair extensions). Being unable to equip what I want to equip due to arbitrary limits that break multi-part UGC expectations is more frustrating than needing to unequip an item to equip a different one.

Limiting accessory amount by their category is a crutch for bad design. You can have a powerful and simple to use avatar creator without chopping creative possibilities in half by forcing arbitrary limitations.


A better solution is to replace current accessory limits with an “accessory cost” system. Assign accessories an auto-generated “cost” that is proportional to their performance impact ingame (i.e. a score calculated from texture requirements and mesh complexity), and impose a limit for total accessories equipped around that cost instead. Get rid of the per-category limits entirely because they hurt user experience because of things that can be solved without limiting creative potential.

This would allow people to have multi-part accessories (i.e. 2-part swordpacks, hair extensions, etc.) without wasting accessory slots and making players micromanage the number of accessories they have equipped, and without killing game performance due to multi-part UGC accessories each possibly maxing out their polygon limit. Accessories should be designed with the minimum number of polygons required, and not designed to sneak under the tri limit.

A system like this would encourage UGC developers (often non-technical people) to make low-cost accessories because players would be incentivized to buy accessories with a low cost so they can wear more of them. This also enables them to make even more granular multi-part accessories for greater customizability. This leverages the economy to encourage good UGC practices, and removes limitations on player creativity, while still preserving any limits in place for performance reasons.

Everyone in the equation benefits from this change. Players get more freedom of expression (very important with recent avatar improvements), developers have to worry less about avatar impact in their games, and UGC creators would be encouraged to use better practices and would be less restricted in how they break their accessories apart.

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+1 to this request. As someone who’s avatar is made impossible with these limits (I have to use the advanced editor on the website), I would really like the ability to wear multiple accessories from a single category from any of the apps & through the recently introduced avatar editing APIs.

I made a post here which elaborates further :

This dragon avatar is NOT possible without using the advanced editor!

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My avatar (which is also my brand; it is iconic and unique to myself) would also be completely impossible. I layer a lot of head accessories.
TURKEY512

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Yeah, same. Roblox needs to also consider that in the case of developers, our avatars are often our professional brands. I’m often identified by my avatar from other developers & players.

My avatar being made impossible = my branding needs to be changed, which affects my ability to network with people remotely & conduct business.

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My Layered Clothing avatar has to mess with the Roblox Avatar APIs because of two limitations

  1. The Advanced Editor doesn’t work with layers
  2. The order of layers cant be changed with the avatar editor even though the functionality is there in the backend

You’d never see this avatar if I wasn’t able to use Firefox’s resend thing to resend the set-wearing-assets request, since T-Shirts have layer 7 and bottoms (and overalls for some reason) have layer 4.

Who wears overalls under a T-Shirt?

image

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Hard agree; limitations for the avatar editor should be as lax as possible! Enforcing layered clothing order is also needlessly restrictive! The order should be a suggestion, not mandatory, especially considering so many transformative “suit” style clothing items are categorized randomly between jackets, sweaters, shirts, and pants. I’m an adult, I can wear my underpants over my pants if I want to, Roblox should not be acting like my mother.

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Thank you for the feature request! This is actually on our roadmap and we are actively looking into it.

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It’s great to hear Roblox is thinking about this! This has been a growing point of concern for many people for a while. :slight_smile: Thanks for the response.

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Do you have any updates on where this ended up? Just curious to know if it still lives on the roadmap or if it’s been deprio’d or axed for any reason.

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Bump. This is such a highly requested feature. Many extensions (like BTRoblox and RoSeal) allow you to remove the limit. I do hope this becomes a native feature!

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I feel the need to bring attention to this request once more after all this time, and I ask you to consider the fact that Roblox is evidently very aware of (and has had to actively work around) this arbitrary limit, as seen for example in the case of the Eggs you could have collected in the recent The Hatch event.

On the surface, most of these egg positions on the avatar actually kind of makes sense; these 3 are labelled as “Hats” so they are floating above your head, sure


The egg labelled as a “Waist Accessory” is the only one that gets placed on your waist, yeah that works.

Here’s where my problem starts though, this particular egg is a… Hair Accessory? I would love for someone to reply to this and prove me wrong but as far as I know, nobody in the history of ever has grown their hair to appear as a floating egg following their head around.

Jokes aside, the very fact that the Avatar Team has had to publish these eggs in this way is absolutely indisputable evidence that Roblox is fully aware of this issue, and most likely completely agrees with me on how just silly it is.
I think it necessary to point out the fact that these egg items were put out for the latest iteration of a beloved Roblox Event tradition, the Egg Hunt - more specifically, the first one we’ve had since 2020! Thus, I feel as though having these coveted eggs that I should be able to wear however I please are forever tainted by being nonsensically tossed around different accessory types.

Let’s say hypothetically I was fine with just making an outfit around one egg - specifically, The Egg of Tempus Fugit that I really like the look of for some reason (pssst, that’s the Hair one!) - now, following Roblox’s aforementioned accessory limit of only being allowed to wear one hair, I’m forced to be bald!


Let’s use our brains here for a moment - why does a platform that I should theoretically be able to freely express myself on, customizing my avatar with no limits, have a set of 10 eggs that surround my avatar I earned from completing the first Egg Hunt event in half a decade, happen to include an egg that if I so desire to wear, forces me to be bald?
Furthermore, why am I forced to pick and choose in general what eggs I want to make the outfit around just so I can fit in other accessories? (example 2: if I wear the three Hat eggs, I can’t further customize my head with anything besides a Hair and a Face Accessory)

All this nonsense with this specific set of Egg Items could have easily been avoided, but Roblox’s accessory type limits effectively forced the avatar team to consider it so that all players who don’t use extensions or the “Advanced” feature can easily equip them, and that’s great, but why is the limit there to begin with especially when it’s so easily bypassed with extensions, otherwise, causing issues similar to the above?

If you’re not gonna consider making this change for the convenience of players, I propose to at least do so for the convenience of the events and avatar teams to avoid ridiculous situations like this one.

Thank you.

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It’s been 3 years, almost 4. Feedback about this has been raised time and time again and yet it’s still arbitrarily restricted while the underlying API is not. The product manger(s) behind this restriction said

“it’s simpler, because for most players, a simpler editing experience makes more intuitive sense: one slot, one item”.

Ok, so the goal is a simple editing experience? I’m going to describe what someone has to go through currently if they want to customize their avatar.

I recently made a mage outfit for my dragon avatar. It has wings, a cape, a staff, layered clothing robes, a crown and some other cool things.
I spent 25 - 30 minutes in catalog avatar creator finding the items, trying them out, taking them off, etc. All of these accessories needed custom positions, scales & rotations to accommodate the dragon body. So, I used the accessory adjustment feature to position everything so it looked good (e.g. staff doesn’t clip through wings). When the outfit was finished, I went to save the outfit in-game, which uses the avatar editing APIs. The APIs removed my wings, staff and my crown. It was physically impossible for me to save my outfit despite it being a valid avatar outfit.
Ok! Well, I can’t use the built-in avatar editor because it does the exact same thing since it also uses the new avatar editing APIs. So now I have to go to the “legacy” avatar editor on the web browser, and use a third party extension to manually re-equip the accessories. Not only that, but now I have to manually re-adjust the accessories again. Even worse, since this is in the web browser - even with a good third party extension, I can’t easily view my avatar while adjusting the accessories, so it takes forever to re-adjust the accessories to visually match what I already made in-game.

Gee, what a “simple” editing experience! Instead of being able to click “Save outfit” and the save button saving my avatar like any sane person would expect it to, I instead had to:

  • Install third party web-browser extensions
  • Go to the avatar page on my web browser
  • Manually re-equip everything by inputting accessory IDs, which I had to copy from URLs in multiple browser tabs
  • Spend an additional 15 minutes repeatedly adjusting the accessories because I can’t view my avatar on the webpage very well while e.g. rotating a staff

If I ever want to swap out an accessory (like changing shoes, or equipping a recolor of a sword), I once again have to use web-browser extensions and manually copypaste accessory IDs, because if I use anything that uses the new avatar APIs, it strips my avatar.

Genuinely, what are we doing here? The product team wants a “simple” editing experience, but the way this is implemented it makes all but the most barebones-basic usecases MUCH less simple than if the API simply behaved like the backend one does. What happens if you have two katanas that you want to wear on your back? You can’t! Oh, you want to wear a belt AND pants? Good luck!

Switching outfits, editing them or making a new one should not be this painful. Catalog avatar creator was made because the Roblox-provided editing experience is bad, and we can’t even use that because the editing APIs are poorly designed!

This experience is extremely frustrating. The avatar team clearly doesn’t use their own product, because if they did this would have been fixed years ago. I’m tired of needing to repeatedly bring this up over and over and over again just to get “wearing a belt and pants is confusing” in response. Equipping pants then equipping a belt isn’t confusing. Want to know what is confusing? Equipping pants then a belt, but the pants are now gone.

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cc @misterpebblez

Please put this back on the roadmap if it’s been dropped.

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Roblox’s whole schtick right now is enabling creators to expose UGC creation in-experience in a bunch of different ways, including creating brand new derived avatar bundles via mesh editing APIs and mesh generation, but players can’t save perfectly valid avatars because the platform is arbitrarily forbidding it because of accessory categories.

Just stop limiting accessories by arbitrary shit like this? Rip the bandaid off already.

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The process i went through to get my current avatar:

  • open the roblox website avatar editor to use advanced mode and insert the hat IDs one by one
  • open up the roblox app and carefully adjust all the accessory positions one by one
  • realize it looks incredibly bald from the back, go back to the website avatar editor and use advanced mode to tack one extra hat on to compensate for the baldness
  • restart the Roblox app because apparently avatar changes made from the website don’t register on the app until you restart it
  • re-do all of the accessory adjustment all over again because website avatar editor doesn’t support it so it just reset it all
  • add on a T-shirt later because it looks too blank
  • IT UNEQUIPS THE HATS BECAUSE OF THE RESTRICTION
  • go back to the website avatar editor
  • use advanced mode to re-equip the hats
  • Restart the Roblox app again because changes from the website don’t register until you do
  • re-do ALL of the accessory adjustment by hand one-by-one AGAIN

this stupid joke took avatar genuinely took me hours

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Yeah actually now that you say this, it becomes a problem, some have more accessories on compared to what the Roblox function allows

If you have more than 3 Hats on for instance, the rest get removed, which is bad for these new features that Roblox adds AvatarEditorService issue with ConformToAvatarRules, it cuts away Accessories, because it doesn't know about 10 Accessory Limit for any Category

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Just thought I’d chime in as well. It’s incredibly annoying whenever I join a game that enforces AvatarEditorService:ConformToAvatarRules() for whatever reason, and my face disappears. Because I use 5 face accessories.

This also applies to the website’s “Try On” feature (when trying on rigid accessories), so if I want to quickly try on an item without having to join a game or launch Studio, I just have to deal with being faceless.

I love the freedom of being able to literally build my own face instead of having to struggle to find a decent 2D face or Dynamic Head that fits my avatar, since you’re able to reposition/rotate/scale each individual part. If only Dynamic Heads were this customizable…

Layered Clothing limits are also an issue. You can’t equip multiple Tops (Sweaters, Shirts, T-Shirts) or multiple Bottoms (Skirts, Shorts, Pants) without directly calling the avatar API, or using a browser extension that does it for you. And no, the web avatar editor’s “Advanced” menu doesn’t work for this.

I don’t get why this is still a problem after so many years.

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THIS!!! Why should I have to potentially jump between multiple tabs to get the perfect avatar I want in any given moment - one being an AVATAR CUSTOMIZATION GAME, another being the website with extensions installed, and another being the Windows app?

Most players physically don’t even have the ability to do this with immediate feedback, I can’t imagine what a nightmare it is for a mobile-only player to have to engineer a process like this (grab the ID’s of every accessory they want, switch into the browser on avatar page with Desktop Mode on, paste said ID’s into the “advanced” tab, then switch back into the mobile app to resize and adjust accordingly - Then have to go back and do this all over again if they decide they want to try a different item, or swap one out in which case, remember what ID correlates to the item they want to remove), but CONSOLE-ONLY PLAYERS CAN’T EVEN DO THAT.

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I actually have a solution that would solve this issue.

Can Roblox hire avatar product managers that actually make avatars & use the product they’re managing? I think that would have prevented this issue from occurring.

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Seriously, it has been multiple years now. I still go to save an avatar, and it still strips half of its accessories and randomly resets the adjusted positions of the remaining ones, forcing me to go to a third party web extension to manually re-create 1:1 what I had originally.

What the hell are you guys doing???

Genuinely. How has this feedback not been actioned on? I’m out of patience man. There’s no excuse at this point.

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