The Avatar Settings window, accessible from Studio's File menu or the Avatar tab, allows you to control the look and behavior of user avatars across your entire game.
Note
Avatar Settings modifies underlying game defaults that are not visible outside of the settings interface or accessible with scripts. This can lead to difficult-to-debug behaviors, especially when working across teams or on a universe with multiple place files. Test your changes by using the window's preview and by playtesting in Studio so that you fully understand the impact on player avatars before publishing changes to your live game.
The top bar of the Avatar Settings window provides easy access to quickly set the avatar type, assign a preset, and enable preview.
Setting
Description
**Preset**
Displays which settings preset is enabled and allows you to toggle between them (for descriptions of each setting, see [General](#general)). If the preset displays `--`, this indicates that the current settings are customized and do not match a preset.
**Preview**
Toggles a preview lineup of avatars based off the avatar settings applied and creates an `AvatarPreview` folder under [`Workspace`](/docs/workspace) ⟩ [`Camera`](/docs/camera) with four representative avatar types. You can add or remove avatars to the lineup by dragging them into or out of the folder. The folder is removed during Studio runtime playtesting and it is not saved to your place file.
**⋯**
Sets the default avatar type to either **R6**, **R15**, or **R15 & R6**.
General
The General tab offers simple presets tailored to the needs of most games. In many cases, one of these presets will fit your game's avatar use-cases and additional configuration is not necessary. However, advanced developers can further customize avatar behavior using the more detailed settings available in the other tabs.
Setting
Description
**Player Choice**
Loads player avatars without any modifications.
**Consistent Gameplay**
Sets all avatars to the same height with the same box collider for consistent collision behavior.
Body
The Body tab contains settings for body proportions, parts, scale.
Setting
Description
**Scale**
**Player Choice** (default): Does not modify avatar character scale.
**Custom Scale**: Allows you to scale avatars to an absolute height in studs, but maintain their proportions. You can set a **Minimum** and **Maximum** range.
For reference, classic style avatars are around 5 studs tall. More humanoid style proportions are around 6 to 6.5 studs.
**Appearance**
**Player Choice** (default): Does not modify avatar character appearance.
**Custom Parts**: Lets you override a user's default body part to a custom ID.
**Build**
**Player Choice** (default): Does not modify avatar character proportions.
**Custom Build**: Provides customization options that limits the user's avatar body type, height, width, head size, and proportions.
Clothing
The Clothing tab contains controls for layered and classic clothing.
**Custom Limit**: Remove any clothing that exceeds the limit bounds of the avatar.
**Limit Bounds**: The amount of length, width, and depth padding beyond the avatar body’s bounding box, expressed as a percentage. This limit is shown as a blue box around each avatar in the preview lineup.
0% means no padding and items must be strictly within the bounding box of the body and 100% adds padding equal to the avatar's bounding box on all sides, allowing items to occupy up to three times the body size.
**Custom Clothing**: Lets you override a user's layered accessory equip slot or classic clothing type to a custom ID. If you check the box to override, but leave the **Asset ID** field blank, it will remove all player clothing in that equip slot.
Accessories
The Accessories tab contains settings related to accessories in your game.
Setting
Description
**Accessory Scale**
**Player Choice** (default): Does not change the scale of user's equipped accessories.
**Custom Limit**: Allows you to **Scale** accessories, or **Remove** accessories that exceed limit bounds.
**Limit Method**: Allows you to **Scale** accessories to fit within limit bounds, or **Remove** accessories that exceed limit bounds.
**Limit Bounds**: The amount of length, width, and depth padding beyond the avatar body's bounding box, expressed as a percentage. The limit bounds are visualized as a blue box around each avatar in the preview lineup.
0% means no padding and items must be strictly within the bounding box of the body and 100% means pad by 100% of the bounding box on each side, so items can occupy an area three times the size of the body.
**Custom Accessories**: Lets you override a user's accessory types to a custom ID. If you check the box to override, but leave the Asset ID field blank, it will remove all player accessories of that category.
**Accessory Behaviors**
Controls to enable/disable accessory behaviors like **VFX**, **Sound**, and **Emissives**.
Movement
The Movement tab contains collision and animation settings, as well as ability configurations for the Character Controller Library.
Setting
Description
**Collision**
**Default**: Use the [`OuterBox`](/docs/enum-r15collisiontype#outerbox) method which calculates collisions based off the bounding boxes of avatar parts.
**Single Collider**: Use a single consistently sized box for collisions.
**Size**: Set the length, width, and depth of the collider box.
**Hit & Touch Detection**: Set hit and touch events to use avatar **parts** or **colliders**.
**Legacy**: Use the [`InnerBox`](/docs/enum-r15collisiontype#innerbox) collision method (for backwards compatibility only).
**Custom Clips**: Lets you override and preview any default animation type with a custom ID. These overrides are applied **on top of your selection of Animation Pack**.
**Abilities**
**Legacy Humanoid** (default): Use legacy character abilities built on rigid [`Humanoid`](/docs/humanoid) state machines.
**Character Controller Library**: Enables the [Character Controller Library](/docs/roblox-characters-character-controller-library) and lets you toggle on/off default character abilities at runtime.
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