Games like this
Fortnite
Skins, back blings and pickaxes, chosen in the locker before a match.
League of Legends
Champion skins that every player in the match sees.
Among Us
Hats, outfits and pets, worn in every game.
Fall Guys
Costumes with separate top and bottom pieces.
What your players get
1
Pick
The player chooses from the items they own for each slot your game has,
such as a head, a body or a weapon.
2
Checked
Your game’s server reads the player’s inventory and accepts the choice
only if they own the item and it fits that slot.
3
Seen
Everyone in the match sees the same look, and so does anyone who joins
later.
Pick your setup
Slots and looks
Each slot lists the items that fit it. Each item maps to a look you made in your game: a skin is a material on the character, and a hat or another attachment is a scene you attach, for example to the character’s head.Add cosmetic slots. Players equip owned items; the server checks; everyone sees them.
Keep the loadout between matches
Players expect their chosen looks to still be on next time they play. Save each player’s choices with their progress and put them back on when the player joins a match.Remember each player's loadout. Their cosmetics are back on in the next match.
Not sure which fits?
Plan cosmetics for my game. Your agent reads your project and proposes slots and looks. No code.
Testing it on your machine
Under Local Play, give your test players cosmetic items in your Local Play test users file. Each test player then owns those items, and your slots, your server’s check and the looks all work on one computer. The items get local stand-in names there, so test with the items the player’s game actually lists rather than with your real catalog names.Does this not help you? Reach out on Discord!

