I’m replacing R15 rig body parts with custom rig body parts, and my entire game relies on this feature alone.
Since ReplaceBodyPartR15 is an “Unsafe” property - with no documentation on what is a “synchronized” or “unsynchronized” thread or how to fix it - it has a chance to kill the character.
I have tried replacing the body parts by changing Mesh ID’s, but that method is disabled and errors whenever used.
The question: How to use :ReplaceBodyPartR15 without killing the character? Or, how to create a “synchronized thread” as to not run into the issues described above?
Having searched the entire devforum and read relevant threads, I did not find a solution to this bug which I have zero control over, and which is turning people away from my game.
While this sounds like the most obvious thing to do, using a custom rig is way too much work to do something as given and simple as replacing individual body parts. I would have to rewrite my entire replication and gameplay to fit custom rigs, which would then still look comparably worse to the regular R15 I’m currently using.
That’s what I’ve been doing at one point, but this prompted hitboxing issues: separate body parts have different sizes and I do not want to code in a workaround to miss hits (that actually landed) in favor of welded parts within those limbs, which would also double the memory the characters take up - if I can simply write one line of code which will take care of all of that for me.