rojo/.cursor/rules/roblox/en-us/projects/teleport.md
2026-02-02 14:05:11 -06:00

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Teleport between places 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.

`Class.TeleportService` doesn't support playtesting in Roblox Studio. You must publish the experience and use it on the Roblox application for testing.

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.
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)
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.

If you want to take precautions of handling errors when setting up teleportation, see how to 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 ⟩ 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.

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 and sending 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.

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.

local teleportOptions = Instance.new("TeleportOptions")
teleportOptions.ReservedServerAccessCode = reservedServerCode

To teleport users to a new reserved server, set Class.TeleportOptions.ShouldReserveServer to true.

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 or memory stores 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().

Don't pass secure data using `Class.TeleportOptions:SetTeleportData()` because it has the risk of exploitation.
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.

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.

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.

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)