Class
TeleportService
NotCreatableService
Enables transporting Players between places and servers. For
more information on how to teleport players between servers, see
Teleport between places.
TeleportService is responsible for transporting Players
between different places and servers.
For more information on how to teleport players between servers, see Teleport between places.
Properties 1#
CustomizedTeleportUIboolean | No longer functional.ReadSafeDeprecatedNotReplicated |
CustomizedTeleportUI: boolean#
NotReplicatedDeprecatedReadSafeDeprecated
Deprecated. This item is deprecated since the default message it controls has been removed. Do not use it for new work.
This property used to control whether or not a Message would be
shown by default. The default message has been removed, so this no longer
does anything.
Methods 15#
| GetArrivingTeleportGui | Returns the customLoadingScreen the
LocalPlayer arrived into the place with. |
| GetLocalPlayerTeleportData | Returns the teleportData the Players.LocalPlayer arrived into
the place with. |
| GetPlayerPlaceInstanceAsync | Returns the PlaceId and
JobId of the server the user with the given
UserId is in provided it is in the same game as the
current place.Yields |
| GetTeleportSetting | Retrieves a teleport setting saved using
TeleportService:SetTeleportSetting() using the given key. |
| PromptExperienceDetailsAsync | Prompts a Player with information about the specified experience.
The player can choose to teleport to the target experience through the
prompt.Yields |
| ReserveServer | Returns an access code that can be used to teleport players to a reserved
server, along with the DataModel.PrivateServerId for it.DeprecatedYields |
| ReserveServerAsync | Returns an access code that can be used to teleport players to a reserved
server, along with the DataModel.PrivateServerId for it.Yields |
| SetTeleportGui | Sets the custom teleport GUI that will be shown to the
local user during teleportation, prior to the teleport being invoked. |
| SetTeleportSetting | Stores a value under a given key that persists across all teleportations in the same game. |
| Teleport | Teleports a Player to the place associated with the given
placeId.Deprecated |
| TeleportAsync | The all-encompassing method to teleport a player or group of players from one server to another.Yields |
| TeleportPartyAsync | Teleports a group of Players to the same server of the
place with the given PlaceId, returning the
JobId of the server instance they were teleported
to.DeprecatedYields |
| TeleportToPlaceInstance | Teleports a Player to the server instance associated with the
given placeId and instanceId.Deprecated |
| TeleportToPrivateServer | Teleport a group of Players to a reserved server created
using TeleportService:ReserveServerAsync().Deprecated |
| TeleportToSpawnByName | A variant of TeleportService:Teleport() that causes the
Player to spawn at a SpawnLocation of the given name at
the destination place.Deprecated |
GetArrivingTeleportGui(): Instance#
This function returns the customLoadingScreen the
LocalPlayer arrived into the place with.
Note, the customLoadingScreen will not be used if the destination place is in a different game.
Loading Screen#
During a teleport, while the destination place is loading, the
customLoadingScreen is parented to the CoreGui. Once the place
has loaded the loading screen is
parented to nil.
If you wish to preserve the customLoadingScreen and perform your own
transitions, you will need to parent it to the local player's
PlayerGui. For an example of this, see the code sample below.
Studio Limitation#
Note that this service does not work during playtesting in Roblox Studio; to test aspects of your experience using it, you must publish the experience and play it in the Roblox application.
Returns
Instance— The customLoadingScreen theLocalPlayerarrived into the place with.
GetLocalPlayerTeleportData(): Variant#
This function returns the teleport data the Players.LocalPlayer
arrived with. It can only be called from the client.
Exploiters can spoof teleport data. Send secure data such as player
currency through a server-side service such as DataStoreService to
prevent tampering.
Returns
Variant— The teleport data thePlayers.LocalPlayerarrived into the place with.
GetPlayerPlaceInstanceAsync(userId: User): Tuple#
Yields
This function returns the PlaceId and
JobId of the server the user with the given
UserId is in, provided it is in the same game as the
current place.
Then, TeleportService:TeleportToPlaceInstance() can be called with
this information to allow a user to join the target user's server.
Upon a successful lookup, the function returns the following values:
| # | Name | Type | Description |
|---|---|---|---|
| 1 | currentInstance | bool | A bool indicating if the user was found in the current instance |
| 2 | error | string | An error message in the event of the lookup failing |
| 3 | placeId | int64 | The PlaceId of the server the user is in |
| 4 | instanceId | string | The JobId of the server the user is in |
If there is a problem during lookup, such as the user being offline, an
error is thrown. It is recommended that you wrap calls to this function in
pcall.
Limitations#
You should be aware of the following limitations when using this function:
- This function can only be called by the server.
- This function may fail to return the correct information if the user is teleporting.
- It is possible for this function to throw an error, hence developers
should wrap it in a
LuaGlobals.pcall()(see example below) - As this function returns the JobId of the server and not the access code
returned by
TeleportService:ReserveServerAsync(), the ID returned is not appropriate for use with reserved servers.
Studio Limitation#
Note that this service does not work during playtesting in Roblox Studio; to test aspects of your experience using it, you must publish the experience and play it in the Roblox application.
| Name | Type | Default | Description |
|---|---|---|---|
userId | User | The Player.UserId of the Player. |
Returns
Tuple— See the table above.
GetTeleportSetting(setting: string): Variant#
This function retrieves a teleport setting saved using
TeleportService:SetTeleportSetting() using the given key.
This method is intended for use on the client only and should not be used on the server.
Teleport settings are preserved across teleportations within the same
game. This means data can be saved using
TeleportService:SetTeleportSetting() in one place and retrieved
using GetTeleportSetting in another place the user has been teleported to.
For example, in a game that allowed crouching you could save whether the user is currently crouching prior to teleporting as a teleport setting. This could then be retrieved in the destination place after the teleportation:
local TeleportService = game:GetService("TeleportService")
local isCrouching = TeleportService:GetTeleportSetting("isCrouching")If no teleport setting exists under the given key, this function will return nil.
Differences from GlobalDataStores#
Although they share some similarities, there are some key differences between teleport settings and datastores:
GlobalDataStore:SetAsync()stores the data on Roblox servers whereas SetTeleportSetting stores the data locally- Data stored in a
GlobalDataStoreis preserved after the user leaves the game universe whereas teleport settings are not GlobalDataStorescan only be accessed on the server, whereas teleport settings can only be accessed on the clientGlobalDataStoreshave usage limits, whereas teleport settings do not
In general teleport settings should be used to preserve client side
information within a single play session across different places in a
game. GlobalDataStores should be used to save
important player data that needs to be accessed across player sessions.
Teleport settings and security#
As teleport settings are stored locally, it is possible they can be manipulated by malicious users. This risk can be mitigated by employing server side validation.
Studio Limitation#
Note that this service does not work during playtesting in Roblox Studio; to test aspects of your experience using it, you must publish the experience and play it in the Roblox application.
| Name | Type | Default | Description |
|---|---|---|---|
setting | string | The key the value was stored under using
TeleportService:SetTeleportSetting(). |
Returns
Variant— The value stored under the given key.
PromptExperienceDetailsAsync(player: Player, universeId: int64): PromptExperienceDetailsResult#
Yields
Prompts the specified Player with information of the specified
experience. The prompt includes the experience name, creator name,
maturity rating, etc. The prompt also includes a Join button which the
player can use to be teleported to the target experience. If the player is
ineligible to join the target experience, the button will be disabled.
Any teleport failures after the player clicks the Join button will
also fire TeleportService.TeleportInitFailed providing a reason
for the failure.
Limitations#
- For security purposes, teleporting a user from your experience to another experience owned by others fails by default. See here for steps to enable cross-experience teleportation.
- This function currently can only be called from the client with
Players.LocalPlayeras theplayerparameter. - The join button will always be disabled during Studio playtesting; to test aspects of your experience using it, you must publish the experience and play it in the Roblox application.
| Name | Type | Default | Description |
|---|---|---|---|
player | Player | The Player to be presented the prompt. | |
universeId | int64 | DataModel.UniverseId of the experience to be presented to the
Player. |
ReserveServer(placeId: int64): Tuple#
YieldsDeprecatedDeprecated
Deprecated. Use ReserveServerAsync()
instead.
Returns an access code that can be used to teleport players to a reserved
server, along with the DataModel.PrivateServerId for it.
| Name | Type | Default | Description |
|---|---|---|---|
placeId | int64 | The DataModel.PlaceId of the place the reserved server is
being created for. |
Returns
Tuple— The server access code required byTeleportService:TeleportToPrivateServer()and theDataModel.PrivateServerIdfor the reserved server.
ReserveServerAsync(placeId: int64): Tuple#
Yields
This function returns an access code that can be used to teleport players
to a reserved server, along with the server's
DataModel.PrivateServerId. It can only be called on the server.
Reserved Servers#
You can access reserved servers using:
TeleportService:TeleportAsync()with theTeleportOptions.ReservedServerAccessCodeparameter.TeleportService:TeleportToPrivateServer(), with the access codeReserveServerAsyncreturns.- A server is started when the access code is first used.
- Access codes remain valid indefinitely, meaning reserved servers can still be joined if no game server is running (in this case a new server will be started).
You can see if the current server is a reserved server by using the following code:
local isReserved = game.PrivateServerId ~= "" and game.PrivateServerOwnerId == 0The DataModel.PrivateServerId is constant across all server
instances associated with the server access code, the
DataModel.JobId is not.
Studio Limitation#
Note that this service does not work during playtesting in Roblox Studio; to test aspects of your experience using it, you must publish the experience and play it in the Roblox application.
Cross-Platform Play#
Players on Xbox and PlayStation with cross‑play disabled will arrive in a
different server than players with cross‑play enabled. This can cause
multiple game servers with the same
PrivateServerId to exist. You can use
DataModel.MatchmakingType to differentiate these game servers.
| Name | Type | Default | Description |
|---|---|---|---|
placeId | int64 | The DataModel.PlaceId of the place the reserved server is
being created for. |
Returns
Tuple— The server access code required byTeleportService:TeleportToPrivateServer()and theDataModel.PrivateServerIdfor the reserved server.
SetTeleportGui(gui: Instance): ()#
This function sets the custom teleport GUI that will be
shown to the local user during teleportation, prior to the teleport being
invoked.
Note, the teleport GUI will not be used if the
destination place is in a different game. It will also not persist across
multiple teleports and will need to be set prior to each one.
This function should only be used on the client. If the teleportation
function is called from the server (as is the case with
TeleportService:TeleportAsync()) then this function should be
called on the client prior to this. One way of doing this is listening to
a RemoteEvent that fires several seconds before teleportation.
Loading screen#
During a teleport, while the destination place is loading, the
customLoadingScreen is parented to the CoreGui. Once the place
has loaded the loading screen is
parented to nil.
This ScreenGui can be fetched at the destination place using
TeleportService:GetArrivingTeleportGui(), allowing you to parent
it to the PlayerGui and perform your own transitions.
You are advised to also parent the
ScreenGui to the PlayerGui in the start place while the
teleport is initiating.
External references#
The teleport GUI and all of its descendants are carried to the destination
place, but any property that references an Instance outside
the GUI's own tree is cleared during the teleport. For example, a
Sound inside the GUI whose SoundGroup
points to a SoundGroup under SoundService will arrive with
that reference set to nil, because the target lives outside the GUI and
cannot safely cross the boundary between servers.
References that point to other instances within the GUI tree are preserved. If your loading screen depends on an external instance, recreate that instance inside the GUI tree.
Studio Limitation#
Note that this service does not work during playtesting in Roblox Studio; to test aspects of your experience using it, you must publish the experience and play it in the Roblox application.
| Name | Type | Default | Description |
|---|---|---|---|
gui | Instance | The loading ScreenGui that is to be displayed during
teleportation. |
Returns
()
SetTeleportSetting(setting: string, value: Variant): ()#
This function stores a value under a given key that persists across all teleportations in the same game.
This method is intended for use on the client only and should not be used on the server.
The stored value can later be retrieved using
TeleportService:GetTeleportSetting(). This will work in the
current place and any subsequent places the Players.LocalPlayer
teleports to, provided they are in the same game.
For example, in a game that allowed crouching you could save whether the user is currently crouching prior to teleporting as a teleport setting:
local TeleportService = game:GetService("TeleportService")
local isCrouching = false
TeleportService:SetTeleportSetting("isCrouching", isCrouching)The stored value may only contain value types. It cannot contain
Instances or other types that reference engine state, as
these cannot safely cross the boundary between servers.
Allowed values:
- Primitives: a
bool, anumber, or astring - Value types such as
Vector3,CFrame,Color3,UDim2,NumberSequence,ColorSequence,Enumitems, and similar - A table without mixed keys (all strings or all integers) containing only the allowed types above
Not allowed (these will be removed before the teleport completes):
Instanceand instance referencesConnections,RBXScriptSignal, and functionsSharedTable- Types that reference engine or
DataModelstate, such asInputObject,RaycastParams, andRaycastResult
If a stored setting contains a disallowed type, that value is removed and an error is written to the developer console. Convert instance references to plain values (for example, a numeric ID or a string path).
If data is already stored under the given key, the previous value will be overwritten by the new value.
Differences from GlobalDataStores#
Although they share some similarities, there are some key differences between teleport settings and datastores:
GlobalDataStore:SetAsync()stores the data on Roblox servers whereas SetTeleportSetting stores the data locally- Data stored in a
GlobalDataStoreis preserved after the user leaves the game universe whereas teleport settings are not GlobalDataStorescan only be accessed on the server, whereas teleport settings can only be accessed on the clientGlobalDataStoreshave usage limits, whereas teleport settings do not
In general teleport settings should be used to preserve client side
information within a single play session across different places in a
game. GlobalDataStores should be used to save
important player data that needs to be accessed across player sessions.
Teleport settings and security#
As teleport settings are stored locally, it is possible they can be manipulated by malicious users. This risk can be mitigated by employing server side validation.
Studio Limitation#
Note that this service does not work during playtesting in Roblox Studio; to test aspects of your experience using it, you must publish the experience and play it in the Roblox application.
| Name | Type | Default | Description |
|---|---|---|---|
setting | string | The key to store the value under. This key can be used to retrieve
the value using TeleportService:GetTeleportSetting(). | |
value | Variant | The value to store. |
Returns
()
Teleport(placeId: int64, player: Instance = nil, teleportData: Variant, customLoadingScreen: Instance = nil): ()#
Deprecated
Deprecated. Use TeleportAsync() for
server-side teleports. For client-side teleports, use a
RemoteEvent to signal the server to call TeleportAsync(). For a
migration guide, see
Teleport between places.
This method should not be used for new work; the numerous teleport
functions have been combined into a single method,
TeleportAsync(), which should be
used instead.
| Name | Type | Default | Description |
|---|---|---|---|
placeId | int64 | The ID of the place to teleport to. | |
player | Instance | nil | The Player to teleport, if this function is being called from
the client this defaults to the Players.LocalPlayer. |
teleportData | Variant | Optional data to be passed to the destination place. Can be retrieved
using TeleportService:GetLocalPlayerTeleportData(). | |
customLoadingScreen | Instance | nil | Optional custom loading screen to be placed in the CoreGui at
the destination place. Can be retrieved using
TeleportService:GetArrivingTeleportGui(). |
Returns
()
TeleportAsync(placeId: int64, players: Instances, teleportOptions: Instance = nil): Instance#
Yields
This function serves as the all-encompassing method to teleport a player or group of players from one server to another. It can be used to:
- Teleport players to a different place.
- Teleport players to a specific server.
- Teleport players to a reserved server.
Server-Only#
This method can only be called from the server. If you need to initiate a
teleport from the client, use a RemoteEvent to signal the server,
then call TeleportService:TeleportAsync() from a server
Script. Client-side teleports using
TeleportService:Teleport() is not recommended for new work. See
Teleport between places for more
information.
Group Teleport Limitations#
- Groups of players can only be teleported within a single experience.
- No more than 50 players can be teleported with a single
TeleportService:TeleportAsync()call.
Potential Errors#
This is a list of potential reasons a teleport may fail, ranging from invalid teleports to network issues.
| Error | Description |
|---|---|
| Invalid placeId | The provided place ID is below 0. |
| Players empty | The provided list of players to teleport is empty. |
| List of players instances is incorrect | Any of the provided players is not a Player object. |
| TeleportOptions not of correct type | The provided teleportOption is not a TeleportOptions object. |
| TeleportAsync called from Client | The client called TeleportAsync, which can only be called from the server. |
| Incompatible Parameters |
Conflicting teleport options were used and TeleportService doesn't know where to send the player. Conflicting TeleportOption parameters: * ReservedServerAccessCode and ServerInstanceId * ShouldReserveServer and ServerInstanceId * ShouldReserveServer and ReservedServerAccessCode |
For more information on how to teleport players between servers and receive user data from a teleport, see Teleport between places.
| Name | Type | Default | Description |
|---|---|---|---|
placeId | int64 | The place ID the player(s) should be teleported to. | |
players | Instances | An array of the player(s) to teleport. | |
teleportOptions | Instance | nil | An optional TeleportOptions object containing additional
arguments to the TeleportService:TeleportAsync() call. If this
is not passed, no result will be returned. |
Returns
Instance— If aTeleportOptionsparameter is passed, this will be aTeleportAsyncResultobject that provides information about the final teleport destination.
TeleportPartyAsync(placeId: int64, players: Instances, teleportData: Variant, customLoadingScreen: Instance = nil): string#
YieldsDeprecatedDeprecated
Deprecated. Use TeleportAsync() instead. For a
migration guide, see
Teleport between places.
This method should not be used for new work; the numerous teleport
functions have been combined into a single method,
TeleportAsync(), which should be
used instead.
| Name | Type | Default | Description |
|---|---|---|---|
placeId | int64 | The ID of the place to teleport to. | |
players | Instances | An array containing the Players to teleport. | |
teleportData | Variant | Optional data to be passed to the destination place. Can be retrieved
using TeleportService:GetLocalPlayerTeleportData(). | |
customLoadingScreen | Instance | nil | Optional custom loading screen to be placed in the CoreGui at
the destination place. Can be retrieved using
TeleportService:GetArrivingTeleportGui(). |
Returns
string— TheDataModel.JobIdof the server instance thePlayerswere teleported to.
TeleportToPlaceInstance(placeId: int64, instanceId: string, player: Instance = nil, spawnName: string, teleportData: Variant, customLoadingScreen: Instance = nil): ()#
DeprecatedDeprecated
Deprecated. Use TeleportAsync() instead. For a
migration guide, see
Teleport between places.
This method should not be used for new work; the numerous teleport
functions have been combined into a single method,
TeleportAsync(), which should be
used instead.
| Name | Type | Default | Description |
|---|---|---|---|
placeId | int64 | The ID of the place to teleport to. | |
instanceId | string | The DataModel.JobId of the server instance to teleport to. | |
player | Instance | nil | The Player to teleport, if this function is being called from
the client this defaults to the Players.LocalPlayer. |
spawnName | string | Optional name of the SpawnLocation to spawn at. | |
teleportData | Variant | Optional data to be passed to the destination place. Can be retrieved
using TeleportService:GetLocalPlayerTeleportData(). | |
customLoadingScreen | Instance | nil | Optional custom loading screen to be placed in the CoreGui at
the destination place. Can be retrieved using
TeleportService:GetArrivingTeleportGui(). |
Returns
()
TeleportToPrivateServer(placeId: int64, reservedServerAccessCode: string, players: Instances, spawnName: string, teleportData: Variant, customLoadingScreen: Instance = nil): ()#
DeprecatedDeprecated
Deprecated. Use TeleportAsync() instead. For a
migration guide, see
Teleport between places.
This method should not be used for new work; the numerous teleport
functions have been combined into a single method,
TeleportAsync(), which should be
used instead.
| Name | Type | Default | Description |
|---|---|---|---|
placeId | int64 | The ID of the place to teleport to. | |
reservedServerAccessCode | string | The reserved server access code returned by
TeleportService:ReserveServerAsync(). | |
players | Instances | An array of Players to teleport. | |
spawnName | string | Optional name of the SpawnLocation to spawn at. | |
teleportData | Variant | Optional data to be passed to the destination place. Can be retrieved
using TeleportService:GetLocalPlayerTeleportData(). | |
customLoadingScreen | Instance | nil | Optional custom loading screen to be placed in the CoreGui at
the destination place. Can be retrieved using
TeleportService:GetArrivingTeleportGui(). |
Returns
()
TeleportToSpawnByName(placeId: int64, spawnName: string, player: Instance = nil, teleportData: Variant, customLoadingScreen: Instance = nil): ()#
DeprecatedDeprecated
Deprecated. Use TeleportAsync() instead. For a
migration guide, see
Teleport between places.
This method should not be used for new work; the numerous teleport
functions have been combined into a single method,
TeleportAsync(), which should be
used instead.
| Name | Type | Default | Description |
|---|---|---|---|
placeId | int64 | The ID of the place to teleport to. | |
spawnName | string | The name of the SpawnLocation to spawn at. | |
player | Instance | nil | The Player to teleport, if this function is being called from
the client this defaults to the Players.LocalPlayer. |
teleportData | Variant | Optional data to be passed to the destination place. Can be retrieved
using TeleportService:GetLocalPlayerTeleportData(). | |
customLoadingScreen | Instance | nil | Optional custom loading screen to be placed in the CoreGui at
the destination place. Can be retrieved using
TeleportService:GetArrivingTeleportGui(). |
Returns
()
Events 2#
| LocalPlayerArrivedFromTeleport | Fires when the LocalPlayer enters the place
following a teleport. |
| TeleportInitFailed | Fires when a teleport fails to start, leaving the player in their current server. |
LocalPlayerArrivedFromTeleport(loadingGui: Instance, dataTable: Variant)#
This function fires when the Players.LocalPlayer enters the place
following a teleport. The teleportData and customLoadingScreen are
provided as arguments.
When fetching teleportData and the customLoadingScreen you are advised
to use TeleportService:GetLocalPlayerTeleportData() and
TeleportService:GetArrivingTeleportGui() instead. This is because
these functions can be called immediately without having to wait for this
event to fire.
This event should be connected immediately in a LocalScript
parented to ReplicatedFirst. Otherwise, when the connection is
made the event may have already fired.
Loading Screen#
During a teleport, while the destination place is loading, the
customLoadingScreen is parented to the CoreGui. Once the place
has loaded the loading screen is
parented to nil.
If you wish to preserve the customLoadingScreen and perform your own
transitions, you will need to parent it to the local player's
PlayerGui. For example, using the following code inside a
LocalScript in ReplicatedFirst:
local TeleportService = game:GetService("TeleportService")
local Players = game:GetService("Players")
local ReplicatedFirst = game:GetService("ReplicatedFirst")
TeleportService.LocalPlayerArrivedFromTeleport:Connect(function(customLoadingScreen, teleportData)
local playerGui = Players.LocalPlayer:WaitForChild("PlayerGui")
ReplicatedFirst:RemoveDefaultLoadingScreen()
customLoadingScreen.Parent = playerGui
-- animate screen here
wait(5)
-- destroy screen
customLoadingScreen:Destroy()
end)The customLoadingScreen will not be used if the destination place is in a different game.
Studio Limitation#
Note that this service does not work during playtesting in Roblox Studio; to test aspects of your experience using it, you must publish the experience and play it in the Roblox application.
| Name | Type | Default | Description |
|---|---|---|---|
loadingGui | Instance | The customLoadingScreen the LocalPlayer
arrived into the place with. | |
dataTable | Variant | The teleportData the LocalPlayer arrived
into the place with. |
TeleportInitFailed(player: Instance, teleportResult: TeleportResult, errorMessage: string, placeId: int64, teleportOptions: Instance)#
This event fires on both the client and the server when a request to
teleport from a function such as TeleportService:TeleportAsync()
fails and the player does not leave the current server. It provides a
reason for the failure, as well as all of the information necessary to
retry the teleport. If a group teleport fails, the event will fire once
per player.
TeleportOptions#
The TeleportOptions object provided by this event is not identical
to the one passed to the original TeleportService:TeleportAsync()
call. It is a new object populated with the necessary parameters to retry
the teleport and send the player to the exact same destination. This is
especially important for facilitating group teleports when they fail.
| Original Teleport Type | Teleport Data | ReservedServerAccessCode | ServerInstanceId | ShouldReserveServer |
|---|---|---|---|---|
| Individual player to place | Original value | None | None | false |
| Player(s) to reserved server | Original value | Original value, or the code generated if ShouldReserveServer was originally true | None | false |
| Player(s) to specific server | Original value | None | Original value | false |
| Players to place | Original value | None | Same destination ID as the other players in the original teleport | false |
For more information on how to teleport players between servers, see Teleport between places.
| Name | Type | Default | Description |
|---|---|---|---|
player | Instance | The Player instance that failed to teleport. | |
teleportResult | TeleportResult | The reason for the teleport failure. | |
errorMessage | string | The message provided to the player explaining the teleport failure. | |
placeId | int64 | The original target place ID of the teleport. | |
teleportOptions | Instance | A TeleportOptions object that can be passed back to
TeleportService:TeleportAsync() to retry the failed teleport. |
Inherited members#
Inherited from Instance 58
Properties (10)
Archivable, archivable, Capabilities, IsInSandbox, Name, Parent, PredictionMode, RobloxLocked, Sandboxed, UniqueId
Methods (39)
AddTag, children, ClearAllChildren, Clone, clone, Destroy, destroy, FindFirstAncestor, FindFirstAncestorOfClass, FindFirstAncestorWhichIsA, FindFirstChild, findFirstChild, FindFirstChildOfClass, FindFirstChildWhichIsA, FindFirstDescendant, GetActor, GetAttribute, GetAttributeChangedSignal, GetAttributes, GetChildren, getChildren, GetDebugId, GetDescendants, GetFullName, GetStyled, GetStyledPropertyChangedSignal, GetTags, HasTag, IsAncestorOf, IsDescendantOf, isDescendantOf, IsPropertyModified, QueryDescendants, Remove, remove, RemoveTag, ResetPropertyToDefault, SetAttribute, WaitForChild