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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| Line 24: | Line 24: | ||
== 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 | * 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> | * 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> | * 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
setPlayerIdentityto select a complete recognizable character appearance while keeping armor independent. - Armor is authoritative equipment state controlled with
setPlayerArmorand is never selected by this function. - See Player skin catalog for every currently supported key.