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---
title: Teleport between places
description: Explains how to use TeleportService to teleport users between different places in your experience.
---
If you want to build an experience with many distinct places, such as a fantasy world with multiple towns, castles, dungeons, and a vast forest, you can use `Class.TeleportService` to enable users to teleport between places in a universe, servers, or even to another experience.
<Alert severity="warning">
`Class.TeleportService` doesn't support playtesting in Roblox Studio. You must publish the experience and use it on the Roblox application for testing.
</Alert>
## Set up teleportation
To enable teleportation in your experience, use `Class.TeleportService:TeleportAsync()`. The method accepts three parameters:
- The `Class.DataModel.PlaceId|PlaceId` for users to teleport to.
- An array containing the `Class.Player` instances representing the users to teleport.
- An optional `Class.TeleportOptions` instance that contains custom properties for the `Class.TeleportService:TeleportAsync()|TeleportAsync()` call.
```lua
local Players = game:GetService("Players")
local TeleportService = game:GetService("TeleportService")
local TARGET_PLACE_ID = 1234 -- replace with your own place ID
local playerToTeleport = Players:GetPlayers()[1] -- get the first user in the experience
TeleportService:TeleportAsync(TARGET_PLACE_ID, {playerToTeleport}, teleportOptions)
```
<Alert severity="warning">
You can only call `Class.TeleportService:TeleportAsync()|TeleportAsync()` from server-side scripts. This limitation reduces client-side exploitation. If necessary, you can call `Class.TeleportService:Teleport()|Teleport()` from client-side scripts, but `Class.TeleportService:TeleportAsync()|TeleportAsync()` is the recommended method.
</Alert>
If you want to take precautions of handling errors when setting up teleportation, see how to [handle failed teleports](#handle-failed-teleports).
### Enable cross experience teleportation
For security purposes, teleporting a user from your experience to another experience owned by others fails by default. To enable cross experience teleportation, open the **Security** section of Studio's **File**&nbsp;⟩ **Experience Settings** window and enable **Allow Third Party Teleports**.
## Create custom teleport screens
When a user triggers a teleport, they see the standard Roblox loading screen as they wait for the new place to load in. You can add a custom teleport screen to improve immersion for users by calling `Class.TeleportService:SetTeleportGui()` on the client and pass through the `Class.ScreenGui` to use before teleporting the user. The following example sets a customized `Class.ScreenGui` located in `Class.ReplicatedStorage` as the loading screen when a teleport happens. It doesn't run any scripts inside of the `Class.ScreenGui`.
```lua
local TeleportService = game:GetService("TeleportService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local teleportGui = ReplicatedStorage.TeleportGui
TeleportService:SetTeleportGui(teleportGui)
```
## Customize teleport options
You can customize teleportations, such as [teleporting users to a specific server](#teleport-to-specific-servers) and [sending user data along with teleports](#send-user-data-along-with-teleports), by setting the `Class.TeleportOptions` instance and passing it to the `Class.TeleportService:TeleportAsync()` method.
### Teleport to specific servers
To teleport users to specific servers, set the target server using `Class.TeleportOptions` and pass it to the `Class.TeleportService:TeleportAsync()` method. If you don't specify a server, users are teleported into a matchmade public server. The information of the first user in the list is used to matchmake to that public server.
To teleport users to a specific public server, set the `Class.TeleportOptions.ServerInstanceId` property as a valid instance ID, which is a unique identifier for a public server.
```lua
local teleportOptions = Instance.new("TeleportOptions")
teleportOptions.ServerInstanceId = targetServerId
```
To teleport users to a specific reserved server, set a valid `Class.TeleportOptions.ReservedServerAccessCode`, which is a unique code for entering a reserved server.
```lua
local teleportOptions = Instance.new("TeleportOptions")
teleportOptions.ReservedServerAccessCode = reservedServerCode
```
To teleport users to a new reserved server, set `Class.TeleportOptions.ShouldReserveServer` to true.
```lua
local teleportOptions = Instance.new("TeleportOptions")
teleportOptions.ShouldReserveServer = true
```
### Send user data along with teleports
Teleporting a user between places discards any local data associated with that user. You can use the following approaches to handle data persistence between places.
- If your experience utilizes **secure** user data like in-experience currency or inventory, implement [data stores](../cloud-services/data-stores) or [memory stores](../cloud-services/memory-stores/index.md) to maintain data from place to place.
- To send basic **non-secure** data from place to place, call `Class.TeleportOptions:SetTeleportData()` before passing it to `Class.TeleportService:TeleportAsync()|TeleportAsync()`.
<Alert severity="warning">
Don't pass secure data using `Class.TeleportOptions:SetTeleportData()` because it has the risk of exploitation.
</Alert>
```lua
local teleportData = {
randomNumber = RNG:NextInteger(1, 100),
}
local teleportOptions = Instance.new("TeleportOptions")
teleportOptions:SetTeleportData(teleportData)
```
To get all data of a user arriving from a teleport on the server, use the `Class.Player:GetJoinData()` function, which returns a dictionary including the data associated with the user.
```lua
local Players = game:GetService("Players")
local function onPlayerAdded(player)
local joinData = player:GetJoinData()
local teleportData = joinData.TeleportData
local randomNumber = teleportData.randomNumber
print(player.Name .. "joined with the number" .. randomNumber)
end
Players.PlayerAdded:Connect(onPlayerAdded)
```
To retrieve only the teleport data on the client, you can use `Class.TeleportService:GetLocalPlayerTeleportData()`.
## Handle failed teleports
Like any API call that involves network requests, teleports can fail and throw an error. Wrap them in protected calls (`Global.LuaGlobals.pcall()`). Some failures benefit from retries, particularly those involving reserved servers, so we recommend retrying some number of times on failures.
Even if a call succeeds and the teleport initiates, it can still fail at the last moment without throwing an error and leave the user in the server. When this happens, it triggers the `Class.TeleportService.TeleportInitFailed` event.
The following example `Class.ModuleScript` defines a `SafeTeleport` function to teleport the user in a protected call with retry logic. It also has a `handleFailedTeleport` function to deal with situations in which the call was successful, but the teleport didn't occur.
```lua
local TeleportService = game:GetService("TeleportService")
local ATTEMPT_LIMIT = 5
local RETRY_DELAY = 1
local FLOOD_DELAY = 15
local function SafeTeleport(placeId, players, options)
local attemptIndex = 0
local success, result -- define pcall results outside of loop so results can be reported later on
repeat
success, result = pcall(function()
return TeleportService:TeleportAsync(placeId, players, options) -- teleport the user in a protected call to prevent erroring
end)
attemptIndex += 1
if not success then
task.wait(RETRY_DELAY)
end
until success or attemptIndex == ATTEMPT_LIMIT -- stop trying to teleport if call was successful, or if retry limit has been reached
if not success then
warn(result) -- print the failure reason to output
end
return success, result
end
local function handleFailedTeleport(player, teleportResult, errorMessage, targetPlaceId, teleportOptions)
if teleportResult == Enum.TeleportResult.Flooded then
task.wait(FLOOD_DELAY)
elseif teleportResult == Enum.TeleportResult.Failure then
task.wait(RETRY_DELAY)
else
-- if the teleport is invalid, report the error instead of retrying
error(("Invalid teleport [%s]: %s"):format(teleportResult.Name, errorMessage))
end
SafeTeleport(targetPlaceId, {player}, teleportOptions)
end
TeleportService.TeleportInitFailed:Connect(handleFailedTeleport)
return SafeTeleport
```
The `SafeTeleport` function receives the same arguments as the `Class.TeleportService:TeleportAsync()|TeleportAsync()` function. You can use the following `Class.ModuleScript` with the `SafeTeleport` function to perform teleports from anywhere in your experience to reduce failed teleports.
```lua
local Players = game:GetService("Players")
local ServerScriptService = game:GetService("ServerScriptService")
local SafeTeleport = require(ServerScriptService.SafeTeleport)
local TARGET_PLACE_ID = 1818 -- replace with your own place ID
local playerToTeleport = Players:GetPlayers()[1] -- get the first user in the game
SafeTeleport(TARGET_PLACE_ID, {playerToTeleport}, teleportOptions)
```