| title | Avatar Editor Service |
|---|---|
| description | The Avatar Editor Service allows access to a user's avatar and inventory and Marketplace. |
The Avatar Editor Service lets you access and make changes to a user's avatar within an experience. The Avatar Editor Service can also access a user's inventory and the Marketplace to save outfits and purchase avatar items to the user's account.
We recommend implementing the Avatar Editor Service with an in-game avatar editor for a complete character customization experience. See the Simple Avatar Editor Demo reference place for an example of this feature.
To begin using the Avatar Editor Service, you must first request access to the user's inventory. After access is successfully granted, you can perform the following actions:
- Read user's inventory to get a list of items owned by the user.
- Search the Marketplace, using a variety of properties to filter and sort.
- Equip avatar items and save outfits to the user's avatar.
- Prompt the user to purchase an Marketplace item.
To begin accessing a user's inventory, you need to prompt the user to allow access through Class.AvatarEditorService:PromptAllowInventoryReadAccess()|PromptAllowInventoryReadAccess(). You need to perform this request once per session.
Use the following code sample to initiate the access prompt and listen for the user response:
local AvatarEditorService = game:GetService("AvatarEditorService")
AvatarEditorService:PromptAllowInventoryReadAccess()
local result = AvatarEditorService.PromptAllowInventoryReadAccessCompleted:Wait()
if result == Enum.AvatarPromptResult.Success then
-- Access granted!
endThe user receives the following prompt:
Once the user accepts the prompt, the Class.AvatarEditorService can begin accessing the user's inventory.
Once access is granted by the user, you can read their inventory with the Class.AvatarEditorService:GetInventory()|GetInventory() function, supplying an array of Enum.AvatarAssetType|AvatarAssetTypes to filter by. This function returns an Class.InventoryPages object containing the user owned items.
Use the following code sample to print a list of specific accessories in a user's inventory:
local AvatarEditorService = game:GetService("AvatarEditorService")
AvatarEditorService:PromptAllowInventoryReadAccess()
local result = AvatarEditorService.PromptAllowInventoryReadAccessCompleted:Wait()
if result == Enum.AvatarPromptResult.Success then
-- Access granted!
local assetTypes = {
Enum.AvatarAssetType.BackAccessory,
Enum.AvatarAssetType.ShoulderAccessory,
Enum.AvatarAssetType.WaistAccessory
}
local pagesObject = AvatarEditorService:GetInventory(assetTypes)
local currentPage = pagesObject:GetCurrentPage()
for _, item in currentPage do
print(item)
end
endClass.AvatarEditorService includes functions and events which let you search the Roblox catalog. To search, supply your query with a Datatype.CatalogSearchParams object that includes one or more of the following properties:
| Property | Description |
|---|---|
| AssetTypes | An array of `Enum.AvatarAssetType` such as Enum.AvatarAssetType.BackAccessory. |
| BundleTypes | An array of `Enum.BundleType` such as Enum.BundleType.BodyParts. |
| CategoryFilter | A `Enum.CatalogCategoryFilter` describing the various catalog categories like "Featured" or "Community Creations". By default this is set to `Enum.CatalogCategoryFilter.None` |
| MaxPrice | An integer describing the maximum price to filter. |
| MinPrice | An integer describing the minimum price to filter. By default, MinPrice is 0. |
| SearchKeyword | A string to query against item descriptions in the catalog. |
| SortType | A `Enum.CatalogSortType` that describes how the results are ordered. By default this is set to `Enum.CatalogSortType.Relevance`. |
| IncludeOffSale | A boolean describing whether the results of the search include off sale items. By default this is set to false. |
| CreatorId | An integer to specify a given creator. You can use either a UserId or a GroupId. |
| CreatorName | A string used to search by items created by a given creator. You can use either a User Name or a Group Name. |
The following code sample constructs a Datatype.CatalogSearchParams object for Back and Shoulder asset types, and passes that through a Class.AvatarEditorService:SearchCatalog()|SearchCatalog() call:
local AvatarEditorService = game:GetService("AvatarEditorService")
local catalogSearchParams = CatalogSearchParams.new()
local assetTypes = {
Enum.AvatarAssetType.BackAccessory,
Enum.AvatarAssetType.ShoulderAccessory
}
catalogSearchParams.AssetTypes = assetTypes
local pagesObject =
--This function returns a CatalogPages object containing the results.
AvatarEditorService:SearchCatalog(catalogSearchParams)
local currentPage = pagesObject:GetCurrentPage()
for _, item in currentPage do
print(item)
endWhen used alongside an in-game avatar editor, Class.AvatarEditorService can save and update avatar items and outfits to the Roblox platform. Users don't receive catalog items they don't own when saving an avatar or outfit.
Any Class.HumanoidDescription can be saved to the user's current avatar with Class.AvatarEditorService:PromptSaveAvatar()|PromptSaveAvatar(). This may include:
- Pre-defined avatar configurations that you've built using existing catalog items.
- Any configuration that the user has chosen through an in-game avatar editor.
Since Class.AvatarEditorService:PromptSaveAvatar() does not yield, you can get the result by listening to the Class.AvatarEditorService.PromptSaveAvatarCompleted event.
The following code will save a current Class.HumanoidDescription using Class.AvatarEditorService:PromptSaveAvatar()|PromptSaveAvatar() and checks for a successful Class.AvatarEditorService.PromptSaveAvatarCompleted event:
local AvatarEditorService = game:GetService("AvatarEditorService")
local Players = game:GetService("Players")
local player = Players.LocalPlayer
local character = player.Character or player.CharacterAdded:Wait()
local humanoid = character:WaitForChild("Humanoid")
local currentDescription = humanoid:GetAppliedDescription()
AvatarEditorService:PromptSaveAvatar(currentDescription, humanoid.RigType)
local result = AvatarEditorService.PromptSaveAvatarCompleted:Wait()
if result == Enum.AvatarPromptResult.Success then
-- Avatar saved!
endTo save any Class.HumanoidDescription as an outfit (without overwriting the user's current avatar), use Class.AvatarEditorService:PromptCreateOutfit().
Once called, you can get the result of Class.AvatarEditorService:PromptCreateOutfit() by listening to the Class.AvatarEditorService.PromptCreateOutfitCompleted event.
The following code sample creates an outfit with Class.AvatarEditorService:PromptCreateOutfit() and listens for a successful Class.AvatarEditorService.PromptCreateOutfitCompleted event:
local AvatarEditorService = game:GetService("AvatarEditorService")
local Players = game:GetService("Players")
local player = Players.LocalPlayer
local character = player.Character or player.CharacterAdded:Wait()
local humanoid = character:WaitForChild("Humanoid")
local currentDescription = humanoid:GetAppliedDescription()
AvatarEditorService:PromptCreateOutfit(currentDescription, humanoid.RigType)
local result = AvatarEditorService.PromptCreateOutfitCompleted:Wait()
if result == Enum.AvatarPromptResult.Success then
-- Outfit saved!
endWhen saving either an avatar or an outfit that uses catalog items, the user doesn't receive any items that they do not own. Before saving an avatar or outfit, check if the user owns the asset with Class.MarketplaceService:PlayerOwnsAsset() and provide them with an option to purchase the item with Class.MarketplaceService:PromptPurchase().
If you don't wish to implement item purchases, you can instead allow users to favorite non-owned items with Class.AvatarEditorService:PromptSetFavorite().