Will this be better or worse than the old HumanoidDescription system performance wise?
Was this always a thing?
I just tested it, it was always a thing… I deleted the HumanoidDescription after applying it and then did CTRL + Z, not sure how it was undoing things, but the limbs, those are gone. Same on the new one so it’s not a new issue.
It’s still strange
When I first saw these new objects added to the API, I thought the AccessoryDescription.Instance
property would be used to finally have a way to get the associated Accessory
object on a character created by Humanoid:ApplyDescription()
. Turns out it’s completely unrelated, being meant for custom accessories that don’t have asset IDs… will there ever be a way to do this in the future?
Right now the best way I can think of accomplishing something like this is to load the accessory ID with InsertService and then compare its properties with the accessories currently on a humanoid character to find the right one. My use case is I want to be able to highlight the accessory you’re currently editing on your character, but I need the location of the accessory’s handle to do so.
This API upgrade is adding a way to do this, just not the way you expected! We are adding a AccessoryDescription:GetAppliedDescription() function which will you allow to do this.
Documentation for reference
Could you please give us a way to detect the size of accessories, more specifically layered clothing? This would give us a temporary solution to the large avatar layered clothing bug
Model:GetBoundingBox()/Model:GetExtentsSize() are no use
This is amazing QoL, especially with AccessoryDescription! We happened to be working on giving our players the ability to offset their accessories and this addition does that for us.
Will Scale, Rotation, and Offset be in the table returned by HumanoidDescription:GetAccessories() when the AccessoryDescription API is activated?
Asking as we are preparing code for when the AccessoryDescription API is activated and serializing the description is an important factor.
Much thanks!
For our implementation, we handle deleting the accessories in post. At the moment we convert them to a MeshPart and then check the part size. From there if it is offending, we destroy the accessory. Results are cached so that it isn’t too expensive to handle.
Once this API is out, I imagine you can use AccessoryDescription:GetAppliedInstance() to cycle through the accessories in the HumanoidDescription and knowing the accessory ID through AccessoryDescription.AssetId will give you a good way to identify illegal accessories and make a blacklist. From there, you could delete blacklisted accessories from the HumanoidDescription before applying them.
can we get a property for .ApplyDescriptionFinished? in the case that the event has already fired i wouldn’t know if its loaded already
Yes, Scale Rotation and Offset will be returned in this table for rigid accessories.
Thank you!
Will these three AccessoryDescription properties only work on R15 or will there be R6 support aswell?
Checking the accessory part size does not work. I have no problem with originally big accessories/body parts, but want to prevent huge avatars due to glitched layered clothing accessories. Currently there is no solution to this, as manually inserting asset IDs in a blacklist every single time there is a new huge outfit glitch isn’t a solution
Below, I will show you the difference between the visuals and the actual accessory part size. Also, I played your game with the glitched outfit to check if your implementation worked and it still glitched
This is one the smaller glitched outfits, I have seen them five times the size of our entire map
That’s concerning! I also misinterpreted the original comment so I apologize. Also I agree that a blacklist is more of a bandaid than a solution. Deleting it in post is also unideal because it’ll show for a brief moment.
This was mainly used to counter the enormous accessories being bypassed last month, so it would not work with layered.
Please do share the asset ID in messages because I’m very interested in replicating this and preventing it. I do hope for an official way to address these abnormally large accessories & characters though.
Is there a way we can opt out of this feature for the time being? We’re noticing a massive issue when applying a description that includes body parts - it seems to be changing the rig somehow? Layered Clothing gets deformed, an offset is applied (characters are physically moved by a few studs), and our R15 animations break.
When did you start noticing this? Did you notice this last week or only starting today?
We started rolling out some preliminary changes for the accessory adjustment feature earlier today, and I wonder if this might be the cause. This was turned off for an unrelated reason just now.
Can you provide a link to the place where you experience this and the steps to reproduce it? Also, if you can condense the repro into a smaller example and DM me the file, that would be helpful.
We first started noticing problems around two days ago, I’m writing up a repro right now and will send more info/examples to your DMs
Would be great to know this so we could figure out how to account for everything
Scale, Rotation, and Offset will work for both R15 and R6.
I believe this update caused my avatar editor to break… Worked before this and now it does not, I have not changed a thing.
Edit: Managed to fix it, however would be nice getting a heads up about game breaking changes!
Sorry that this change caused an issue in your game.
Could you provide some more information on the bug and a link to the game? Thanks!