Teleport
For thread safety, this property is not safe to read in an unsynchronized thread.
TeleportService/TeleportAsync|TeleportAsync, which should be used instead and may be used to:
- Teleport any number of players to a Public Server
- Follow a Friend to a Different Place
- Teleport any number of Players to a Reserved Server
This function teleports a Player to the place associated with the given placeId.
Teleport can be called both from the client and the server (see examples below).
When teleporting from the client, as only the Players/LocalPlayer can be teleported, no player argument is required.
You may only teleport players to places within the same game or active start places for other games.
Teleport data
A teleportData parameter can be specified. This is data the client will transmit to the destination place and can be retrieved using TeleportService/GetLocalPlayerTeleportData.
The teleportData can take any of the following forms:
- A table without mixed keys (all keys are strings or integers)
- A string
- A number
- A bool
As the teleportData is transmitted by the client it is not secure. For this reason it should only be used for local settings and not sensitive items (such as the users’ score or in-game currency).
If you need teleport data to persist across multiple teleports, you can use TeleportService/SetTeleportSetting and TeleportService/GetTeleportSetting.
Loading screen
A customLoadingScreen argument can be specified. This is a ScreenGui that is copied (without scripts) into the CoreGui of the destination place.
Note, TeleportService/SetTeleportGui is the preferred alternative to the customLoadingScreen argument as it can be called prior to the teleport.
The loading ScreenGui can be obtained in the destination place using TeleportService/GetArrivingTeleportGui, where developers can parent it to the PlayerGui. It will not be used if the destination place is in a different game.
Teleport failure
In some circumstances a teleport may fail. This can be due to the developer configuring the teleport incorrectly or issues with Roblox’s servers.
- If a teleportation request is rejected the
TeleportService/TeleportInitFailedevent will fire the error message and aEnum/TeleportResultenumerator describing the issue - Teleports can fail ‘in transit’, after the user has left the server, due to issues with Roblox’s servers. In this case the user will be shown an error message and be required to rejoin the game
Studio limitation
This service does not work during playtesting in Roblox Studio — To test aspects of your game using it, you must publish the game and play it in the Roblox application.
See also
For more information on how to teleport players, see the Articles/Teleporting Between Places tutorial.
Parameters
| Name | Type | Default | Description |
|---|---|---|---|
|
|
The ID of the place to teleport to |
||
|
nil
|
The |
||
|
|
Optional data to be passed to the destination place. Can be retrieved using |
||
|
nil
|
Optional custom loading screen to be placed in the |
Returns
| Return Type | Summary |
|---|---|
|
No return |
Code Samples
Teleporting the local player
This snippet demonstrates how TeleportService can be used to teleport the Players/LocalPlayer|LocalPlayer from the client.
It also shows how TeleportService/SetTeleportGui can be used to define a custom loading GUI. Note, this ScreenGui will need to be retrieved at the destination place using TeleportService/GetArrivingTeleportGui and be parented to the PlayerGui.
Teleporting from the server
This snippet demonstrates how TeleportService can be used to teleport a Player from the server.