When I run this local script through a GUI in Studio Test,
local player = script.Parent.Parent.Parent.Parent.Parent.Parent
script.Parent.MouseButton1Click:connect(function()
local debounce = false
if debounce == false then
debounce = true
script.Parent.Parent.DeactivateButton.Style = 5
script.Parent.Parent.DeactivateButton.Visible = true
script.Parent.Style = 4
wait(0.05)
script.Parent.Style = 5
local assetId = script.Parent.Parent.IdBox.Text
--This part is the part I'm having trouble with
if assetId then
local model = game:GetService("InsertService"):LoadAsset(assetId)
for _, child in pairs(model:GetChildren()) do
player:LoadCharacterAppearance(child)
end
end
---------------------------------------
script.Parent.Parent.Status.Text = "Status: Loading"
wait(1)
script.Parent.Parent.Status.Text = "Status: Successful"
wait(1)
debounce = false
script.Parent.Parent.Status.Text = "Status: Waiting"
end
end)
it adds hats to the test player as intended. However, if I run this script in Server Test, it throws this error:
exception while signalling: InsertService.AllowClientInsertModels set to False, insert failed for Asset 255827175. See http://devforum.roblox.com/t/coming-changes-to-insert-service/30327 for more information.
What parts do I have to add or remove to make it work server-side?

3 comments
From the roblox wiki: In order to successfully insert a model, it must be owned either by the place creator or by the user ROBLOX. When inserting a model on the client (via a Local Script), the model must also have been created by the place creator or by ROBLOX. If your game needs to insert an asset in a Local Script, use a RemoteEvent or RemoteFunction like in this Example. The model must be trus
Correct me if I'm wrong but I'm pretty sure this issue is what broke the insert tool...
Your error is InsertService.AllowClientInsertModels is set to false. Wich means a CLIENT should'nt be able to insert anything, I have no idea why that error would be thrown on the server.