Tools do not support custom avatars. I have a very simple tool that creates itself and prints “Equipped” when you equip it.
local player = game.Players.LocalPlayer
local t = Instance.new("Tool")
t.RequiresHandle = false
t.Equipped:connect(function()
print("Equip")
end)
t.Parent = player.Backpack
It looks like other developers have run into this issue, and the current solution is to disable Roblox’s tool system and spend time developing your own. This is absolutely a bug because “RequiresHandle” is false however the tool is still not working. This is likely because it relies on legacy behavior looking for a “RightHand” or “RightArm” which our rig does not have.
EDIT: It looks like HopperBins (deprecated 4 - 5 years ago?) still work perfectly. We’ll be switching to these instead.
Correct, which is why I made this bug report and mentioned this in the last paragraph.
This is absolutely a bug because “RequiresHandle” is false however the tool is still not working. This is likely because it relies on legacy behavior looking for a “RightHand” or “RightArm” which our rig does not have.
Is your custom character R6? R6 characters require a Right Arm rigged to from the Torso. The Motor6D must be under Torso, and must be called Right Shoulder.
Definitely do agree that this is a bug; any and all instances where Humanoids require any body part or rig joint be named and placed specifically is undesirable behavior and should be considered a bug.
Strangely enough I decided to start experimenting with tools today and I’m sort of experiencing the same issue as @AbstractAlex Except its like Tools don’t work at all when working with Custom StarterCharacter
– my rigs setup
To add on to it my rig contains all default R6 parts.
If you need tools to work, you will need to follow the strict naming and placement conventions I mentioned. R15 has it’s own conventions I think.
R15 has its own fun set of issues, such as the whole character scooting uncontrollably if the rootpart touches the floor… I use R6 for my custom characters because of nonsense like this. It’s easier to deal with the precise named parts. If nothing else works, a common trick that I do when possible is to have necessary parts such as the Right Arm small and invisible. Tool handle would have to be attached manually, but everything else would work fine. I also do this in cases where Torso, Head, etc. apply an undesirable material / bevel effect to parts; I just make them invisible and have them be their own isolated “sub-rig” within the character.
That’s what I did, I have my rig attached to the main body parts.
The only thing that’s different is the HumnaoidRootPart is where all my bones are parented.
The tool only worked with the default character but once I put my starter character in it didn’t work.