To elaborate on the question, what I want to happen is allow players to equip different player models that I made. To do this I thought that I would just put a model named "StarterCharacter" into StarterPlayer like usual. Then I realized that would mean every single person gets the skin. Is there any way that I can change the character model for individual people instead of everyone? Thanks in advance.
How can I have a skin system in my game?
1 answer
I'm not sure if im understanding the question correctly?
but why not just make a script that changes the character's skin after the 'StarterCharacter' loaded from 'StarterPlayer' for each individual players??
Edit : I have assumed that skin just meant texture and colors, but if you want each player to load in as a completely different model
Then first you can disable character auto load via the server
game.Players.CharacterAutoLoads = false
And then you can make a gui that selects which model you want locally
After the player have chosen a model, you make a script on the server side that sets the character model manually when fired by a client
Example :
local TheChar = thePickedCharacter:Clone()
TheChar.Name = player.Name
player.Character = theChar
Now put the character in workspace, note : IT IS IMPORTANT that you set the character to the player before parenting the character to workspace, so you dont have to manually set the camera
TheChar.Parent = workspace
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What Im trying to figure out is an alternative way to change a players model. Putting a startercharacter in starterplayer makes that the model that everyone uses. I want to make a skin gui system and when you select a skin you load as the model that goes with it
I used a completely different solution but I'm assuming this would work so I'm gonna accept lol
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Updated my answer, maybe its what you need