GetPlayerSkinNames: Difference between revisions

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Clarify player appearance API behavior
Document Protocol 23 voice and player presentation APIs
 
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== Notes ==
== Notes ==
* Available only in server-side resource scripts.
* Available only in server-side resource scripts.
* For players this compatibility channel supplies Mutable visual features such as skin, tattoos and scars; it does not select the authoritative full-body identity mesh.
* For players this compatibility channel supplies Mutable visual features such as skin, tattoos and scars; it is not the recommended character identity selector.
* Use <code>setPlayerBody</code> and <code>setPlayerHead</code> for player anatomy and identity.
* Use <code>setPlayerIdentity</code> to select a complete recognizable character appearance while keeping armor independent.
* Armor is authoritative equipment state controlled with <code>setPlayerArmor</code>. A named body preset may visually replace it with that character's original outfit until the body returns to <code>default</code>.
* Armor is authoritative equipment state controlled with <code>setPlayerArmor</code> and is never selected by this function.
* See [[Player skin catalog]] for every currently supported key.
* See [[Player skin catalog]] for every currently supported key.



Latest revision as of 06:12, 24 August 2026

getPlayerSkinNames

Returns every validated legacy skin-surface preset exposed by the server.

Syntax

table getPlayerSkinNames()

Parameters

This function does not accept parameters.

Returns

Returns a one-based array of stable skin keys. The first entry is default.

Examples

List the available appearance presets:

for _, skinKey in ipairs(getPlayerSkinNames()) do
    outputDebugString(skinKey)
end

Notes

  • Available only in server-side resource scripts.
  • For players this compatibility channel supplies Mutable visual features such as skin, tattoos and scars; it is not the recommended character identity selector.
  • Use setPlayerIdentity to select a complete recognizable character appearance while keeping armor independent.
  • Armor is authoritative equipment state controlled with setPlayerArmor and is never selected by this function.
  • See Player skin catalog for every currently supported key.