The topic name is pretty much self explanatory, but I’ll put the issue description here once more.
Issue: Player cannot be detected via GamePlayerFromCharacter method after a teleport attempt, it returns nil instead of the player object. This happens in both studio and in-game.
Is there any way to work around this, and is it really worth it?
Code snippet:
local plr = game:GetService('Players'):GetPlayerFromCharacter(part.Parent)
print(plr)
A cool method that I usually try when I receive nil from touching parts, is using FindFirstAncestorOfClass(“Model”) to find the top parent, and then using FindFirstChildOfClass(“Humanoid”) because we know characters have humanoids. Then you would have to use the method that you are using to find the character. It’s running through a lot of checks, but it guarantees that the touching part is a player.
The GetPlayerFromCharacter method returns a Player object that is associated with the given character. If the method returns nil , it means that the character is not associated with any player. This can happen if the character is not a player character, or if the player has left the game.
In order to work around this issue, you can check if the Player object returned by the GetPlayerFromCharacter method is nil before using it. Would this satisfy your needs?
local plr = game:GetService('Players'):GetPlayerFromCharacter(part.Parent)
if plr then
-- The character is associated with a player.
-- You can use the player object here.
else
-- The character is not associated with any player.
-- You can handle this case here.
end
Whether it is worth it to work around this issue depends on your specific use case. If the character is not associated with any player, it may not make sense to continue with the rest of your code. In that case, you can simply handle the nil case as shown above.
It is true that continuing the code without the player is purposeless; all later lines interact with the player object in many different ways. Right now I’m assuming that this method is just being a little quirky and could use a backup method for getting the player, but if that option fails I’ll just implement something else to avoid this situation, for example, kicking the player after they fail to teleport several times.