Update to Avatar Body Validation: Ensuring Consistent Scaling for Avatars

Key Takeaways


Hi Creators,

Players should be able to bring any Marketplace avatar into your game, and you should control how it plays. Both depend on consistent avatar scaling, which you can manage with Avatar Settings. However, we’ve identified that some Marketplace avatars can break this consistency when they’re built with geometric workarounds that bypass our bounding checks.

Starting today, we’re improving our existing bounding box validation checks to stop allowing geometric workarounds for newly published avatars. Geometric workarounds can distort an avatar’s bounding box, making it difficult to scale the body correctly and creating unintended advantages in gameplay. For example, in a survival or stealth game, an avatar that remains unusually small may be able to hide behind objects that other users can’t. In the near future, we plan to better support these small avatars without needing to use any workarounds.

As these changes roll out, please review the Character Body Specifications to make sure your avatars comply.

What This Means for Existing Avatars

We understand that existing small avatars can be meaningful to their creators and the players who enjoy them, so we’re taking the following steps:

  • [Today] Adding new validation checks to prevent new avatars from using geometric workarounds to circumvent bounding-box requirements.
  • [Soon] Re-evaluate our bounding box restrictions to better support various character bodies while preserving consistent avatar scaling across the platform.
  • [Soon] Autofix affected avatars that can be made compliant, including removing the problematic mesh pieces and updating the avatar’s bounding boxes where appropriate.

— The Roblox Avatar Team


FAQ

Will my small avatar be removed or placed offsale?

  • No, we currently don’t plan to remove small avatars from the Marketplace. Avatars that can be fixed will be brought into compliance automatically by the upcoming autofix. Avatars that can’t be made compliant by removing geometric workarounds may be taken down in the future.

How do I know if an avatar I have or made is affected, and what should I do?

  • Small avatars are avatars with limb parts that are below our minimum requirements for their character types. These avatars notably do not rescale in experiences that require uniform heights.

    There is currently no action required by the creators of these avatars or users with these avatars. Within the coming months, we will release an autofix to these avatars that creators will be prompted to accept or reject and they will be automatically updated across users’ inventories.

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This topic was automatically opened after 11 minutes.

This is unironically the best news all week.

Is there anything potentially being done to animation packs that move the character close to the ground? I feel like that leads to equally game-breaking situations where we need to force animation packs/our own animations.

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I’ve got bundles uploaded over 3 years ago that might have weird geometry due to it being allowed when bundles were first released. Should I worry about this change? Should I have to redo all my bundles?

What about all bundles using Auto-Setup that might have weird geometry created by the Auto-Setup. Should we worry about those?

Example of such geometry (generated by Auto-Setup):


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Hi,

Can you send a link to some of the animation packs you’re referring to so we can investigate further?

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RIP to my massive avatar :broken_heart: (It’s normal sized now as seen in picture below.)

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So to understand something about “Autofix”.

This has nothing to do with “Unified Scaling Script” found within each Roblox Client files, that automatically changes the size of the LowerTorso and etc. and ended up looking like this:

Right?

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Right. Those scripts are used by AvatarUnificationMode (hence the name) which has nothing to do with this.

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Hi,

We will be autofixing assets when/where it’s appropriate to.

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Will we get a list of all the assets affected if any? Would be very nice to know which assets can get fixed automatically, which I have to fix myself & which will have to be put off sale

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Judging by some of the bundle names, they can definitely be argued to have been made with malicious intent

These bundles can often fake death positions and move them flat onto the ground, which can really break the flow of games.

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I feel like this is kind of a grey area, considering these animations are for a specific game Roblox wouldn’t really have any justification to remove them, an animation near the floor isn’t inherently bad. The real fix would be the game creator mitigating this problem but he hasn’t so…

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I don’t make bundles myself, I’m mainly asking this on behalf of people I know who do, but will this mean small bundles will be taken down at some point or will they stay up? If so how easy would it be to adjust and fix them?

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I really hope this is the first steps towards unifying R6 and R15. I want to be able to bring my R15 avatars into R6 games without it flat-out removing some parts (or at least, not my custom bodies or 3D clothes).

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This is the best news I’ve had all week. Improving the bounding box checks makes sense.

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Interesting.

So, what will happen to:

Can creators still allow these avatars, through the Avatar Settings?

And if the Avatar Settings don’t allow it, then Roblox will adjust their size, somehow? But in order for it to do that, it needs bounding boxes?

But don’t all avatars still have different mass in physics?

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Gears are part of our Roblox avatars but for a very long time maybe even a decade now most experiences do not support the use of gears in them; and there is currently no UGC Gears. Any updates on when Gears will receive additional support ?

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Unifying and not removing (R6), please!

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HONESTLY I’d love to see them do something about gears. Realistically, I think they might not.

I’d love to see them receive an update that allows UGC Creators to publish handheld/holdable UGCs which could be used as gears.

I understand if scripting would be too much of a problem, but we could have generic stuff implemented, like a lantern, melee, laser guns, bows, maybe readable books, or nonfunctional, etc.

I also think developers should have full control over them. For example, developers could enable gears in the following ways:

  • Fully disabled (No gear shows up)
  • Cosmetic (Gear is attacked to the character)
  • Functional (The gear is functional with one of the basic functions)

OR I would even be happy with a more calm approach, of just having a handheld category for UGC. Different than gears, but would allow users to use the LeftHandAttachment & RightHandAttachment. This would allow users to create better roleplay OR cosplay outfits by using holdable UGCs, similary to other rigid types.

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Having a smaller hitbox for an advantage to be a harder target to shoot for MM2 for example is completely fair and is a problem that makes fun less fun for normal scaled avatar players.

Though I could of sworn that there is already a proportion setting for roblox studio that forcers all avatars to be at the same height and hitbox. There are just some Devs like the MM2 dev that just simply refuse or are too lazy to update their game to patch the small avatar issue.

Making an update that makes the lives of lazy devs easier at the expense for avatar expression in games like hangouts or RP games where having a smaller avatar doesn’t really mean much is kind of unfortunate…

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