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Cosmetics change how a player looks without changing how the game plays. You decide where a look can go, such as a head slot or a body slot, and which items fit there. The player picks one of the items they own. Your game’s server checks that they own it, and then every player in the match sees it, including players who join later.

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

Three steps: the player picks a crown they own for the head slot, the game's server checks the player owns it, and every player in the match sees the crown. Three steps: the player picks a crown they own for the head slot, the game's server checks the player owns it, and every player in the match sees the crown.
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.
Cosmetic items are ordinary items in your game’s catalog in Studio. Players get them by buying them in your store.

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. Two items mapped to looks: the Gold crown item is a scene attached to the head, and the Night skin item is a material on the body. Two items mapped to looks: the Gold crown item is a scene attached to the head, and the Night skin item is a material on the body.

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.

See Save player progress for how saving works.

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!