Does using handles like this involve calling ApplyDescription repeatedly, or am I missing something? The accessories don’t seem to update when I change the properties until ApplyDescription is called and I’m not sure if calling ApplyDescription repeatedly like that would be performant enough or not. (Also I would need to spawn a separate rig in locally for the editing to be smooth as I can’t call ApplyDescription on characters from their clients)
Hi!
We are using ApplyDescription() in our game and it has been out. This might be incorrect but I do believe that it isn’t very inefficient since it is only making changes based off of differences in HumanoidDescription. Basically, it isn’t reloading everything but just making adjustments. ApplyDescriptionReset() might be expensive though.
If you do not like that approach, you can mess with the attachment and only update using ApplyDescription() when you let go of the handles to finalize the change.
For us, we decided that we wanted consistency just in case the API and the attachments differed in their behavior. Likewise we are using a rig that was spawned locally.
Edit: If you are seeing no changes in appearance when you use ApplyDescription(), make sure you are modifying the description through a description obtained through Humanoid:GetAppliedDescription() and not the HumanoidDescription parented to the Humanoid. The Humanoid uses the child HumanoidDescription as a reference for what it currently is, so if you apply a new description, it will compare both and only apply the different parts.
I tried checking about editing the attachments directly for instantly displaying, but there’s too many factors for me to figure out how the different accessory properties are applied, and they may change in the future. I’ll have to go with repeated ApplyDescription on a local rig then. Thanks for the reply!
If it helps, use the repeated approach directly until you find a solution you like. Then you can worry about optimizing! Good luck with this!! We did it so it is definitely possible!