Unable to detect some types of objects in a R6 character

I am trying to understand why the script does not detect some types of objects present in my R6 avatar, do I have to use a specific method to get the items inside an R6 character?

I tried to use:

Player.Character:FindFirstChild(objectName)

but it didn’t work, so i tried to check with:

for i, v in pairs(Player.Character:GetChildren()) do
    print(v.Name)
end

and this is the result:
image

These are the objects:
image

As you can see, some objects have not been identified (green mark)
how can i detect them?

Sorry for my English.

Probably because those objects haven’t loaded at the time your script ran

for i, v in pairs(Player.Character:GetChildren()) do
    print(v.Name)
end
Player.Character.ChildAdded:Connect(function(v)
    print(v.Name)
end)

no, the check was done after all objects were loaded, in fact I would like to delete one but the script does not see it

Try doing this :

for i,v in pairs(Player.Character:GetChildren()) do
wait(0.1)

print(v.Name)

end

As mentioned by @heII_ish It’s probably because It ran too fast.

I tried but the result is the same, also I don’t think it’s a speed / time problem as it doesn’t see it even if I try to pick it individually (without for loop), also I’ve never seen losing an element from a for loop due of its speed, it doesn’t make much sense.

Sorry for my English.

Could it be possible that it’s not being replicated across the server side when printing all of the Objects in the Player’s Character?

The items were created on the server side, also the check was server-side.
I’ll try to identify them on the client side, although I need to get them on the server side.

Sorry for my English.

They are correctly detected from the client side:
image

But they are replicated on the server:

But I need to get them from the server side, (they are created by the server script).
Do I have to put a table that for each player keeps in memory the elements created so I can easily retrieve them?

EDIT:
storing the part in a table is not working too
image

I tried to delete the part on the client side and it automatically deleted on the server side too, so it’s probably a R6 humanoid problem making it undetectable on the server side (?) I’m not sure.

Edit 1: I’ll try to see if deleting it from the client with a remote event works.
Edit 2: not working… BRUH

They should replicate to the server from the client automatically, but it seems that those objects have been created and parented into the player’s Character from the client itself, and not from the server.
They wouldn’t replicate if they have been created by a local script. You have 2 options:

  • Obtain the full list of objects parented to the character from the client, and then replicate it to the server via a Remote Event.
  • Create the objects and parent them to the player’s character by a server script.

currently all parts are created by a server script, however, once they have been moved to the character, it is no longer possible to retrieve them at another time

EDIT:
check this too:

for a,d in pairs(plr.Character:GetChildren()) do 
	if d:IsA('CharacterMesh')  then
		d:Destroy()
	end			
end

I found that using this script I can delete the part that interests me, however I can not take its properties, in fact if I try this one:

for a,d in pairs(plr.Character:GetChildren()) do 
	if d:IsA('CharacterMesh') and d.Name == "PartToDelete"  then
		d:Destroy()
	end			
end

does not work.
I’ve also tried putting a string value inside the object to identify it but can’t even get its children

I solved the problem by deleting all objects
by using this:

and reinserting them updated each time through an array/table

however, it is a bit strange not to be able to delete a single element because it is not detected or idk why… if anyone can explain why, please write it.