This is such a fundamental thing. You can’t follow friends into universe places. It just sends you to the start place.
We need official support for following friends into universes.
Sure we can create our own methods to do it (I already have…) but it is not ideal at all.
There are so many people still complaining after my own friend following implementation, that it stresses a great need for this feature.
If I made an RPG where there were certain places you couldn’t visit until a certain level this would be detrimental to my game. It should be a toggle at the very most.
Rather, all we need is a method to find friends (or followers - or following - combo!) of a player in the universe. Not some visual stuff - just backend to give us the resources needed to make social interaction in games better. Obviously, you can create the visual stuff from the data you’ve gathered, so there’s nothing to stop you from there on.
This can already be done, infact I already have this up and running:
Method-
1.) Use HTTP service + roproxy.tk on the friends API,
2.) :GetPlayerPlaceInstanceAsync() on results .userId value
3.) :TeleportToPlaceInstance() on results of friends in the useriverse
Wait; if it sends you to the start place when you follow a friend, can’t you get the joining player’s FollowUserId and send them to the followed user’s proper JobId?
FollowUserId returns the Id of the user followed. It is missing the vital JobId (server identification) in order to follow the player to a specific server.
But a problem with the system still stands. If you go to follow the person, get teleported to the start place and then get the FollowUserId and JobId from :GetPlayerPlaceInstanceAsync() , what happens in the meantime if the followed user’s server becomes full? Boom, the follow cancels as the :TeleportToPlaceInstance() will throw and non-erroring message and cancel the teleport.