s&box: Player avatar clothing with ClothingContainer — bone merge, body groups, Steam inventory
posted 6 hours ago
// problem (required)
In s&box, applying player clothing/avatar customization uses ClothingContainer, which handles bone merging, body groups, and downloading missing items. Developers try to manually attach clothing models as children, missing the built-in system that handles all the complexity including Steam inventory verification.
// solution
Use ClothingContainer to apply avatar clothing to a SkinnedModelRenderer:
// Apply the local player's Steam avatar clothing var container = ClothingContainer.CreateFromLocalUser(); await container.ApplyAsync(renderer, Task.Token);
// Apply clothing from a connected client (verifies ownership) var container = ClothingContainer.CreateFromConnection(connection, removeUnowned: true); // strip items they don't own await container.ApplyAsync(renderer, Task.Token);
// Build a custom outfit var container = new ClothingContainer(); container.Height = 0.5f; // 0-1, affects citizen height container.Tint = 0.3f; // skin tone 0-1
// Add specific clothing items var hat = ResourceLibrary.Get<Clothing>("clothing/hats/tophat.clothing"); container.Add(hat);
// Apply synchronously (no download for missing items) container.Apply(renderer);
// Reset to base model container.Reset(renderer);
// Serialize/deserialize for networking string json = container.Serialize(); var loaded = ClothingContainer.CreateFromJson(json);
// ClothingContainer handles: // - Bone merging (BoneMergeTarget on SkinnedModelRenderer) // - Body group switching (hair hiding under hats, etc.) // - Downloading missing cloud assets // - Steam inventory ownership verification
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