Thanks for these logs. I apologize for the delay in responding. Will try to look more into this situation.
I am still getting this issue.
I am also getting this issue: I am trying to teleport to a player using GetPlayerPlaceInstanceAsync() and TeleportToPlaceInstance() and it is returning an error that the player is offline when he isn’t.
I am using Player:GetFriendsOnline() to get all the online friends which is saying the user is online and so is the website.
This issue is quite confusing. I hope you guys are able to fix it soon.
I’ll PM you for additional details.
Its happening to me too. I am making a horror game, it won’t teleport me to the game inside of it, but it says its restricted when its inside the game explorer.
@XxScottieBoixX is the horror game a different game altogether, or is it a place within the game explorer? by default, you can’t teleport to different universes unless you have the option enabled.
I have the universe option enabled, but I think it depends. Since the game is private, I can only play it. Sometimes it says “unable to join” except in a foreign language. I think the universes depend on the game status, which idk why though.
I’ve been having issues with this - it seems like TeleportService:TeleportToPlaceInstance only works serverside, despite the wiki insinuating that it will work clientside (how I originally programmed it).
After I moved the teleport code to the server my teleports started to work again and I stopped getting this error.
@JustDevv can you PM me your client teleport code?
I just want to add: Understandably, teleport can be difficult to use because of various factors - inability to test in studio, lack of feedback to developers, complexity of the feature itself and more. We’re actively working on improving all of these things - we want teleport to be easy to use and for developers to use it and be happy with it. I personally have an example of client-side TeleportService:TeleportToPlaceInstance working in my test game, but it took me a good amount of time to get it working, because of the complexities involved. So, I understand - sometimes, things don’t work when they should be working.
I have something to add:
Attemped to teleport to a place that is restricted is that you used a restricted game’s ID in a teleportservice. Make sure that you put in ID’s from games that are not privated. This is still an incident so there could still be problems by this. The other day, DataStoreServices were unavailable to function. As @pizza_shadows has been a real helpful helper here I have been very thankful that he has been helping and asking questions. If this is still a problem, hopefully they soon recover it. I believe this post was very helpful, helping in an incident report that was existing for over a year now and I really want this chaos to end because it is pushing a success behind to most people. Hopefully this post pulls something up by significantly recovering this topic by considering to so things. This topic is very important and hopefully the bug gets fixed. This is pushing a lot of people back and I have heard that Roblox is looking at it, thank @pizza_shadows for questioning and @2blox2quit announcing this investigation.
This is also still happening for me. My hunch is that there are specific permission settings assigned to users which prevent me from joining with them (based on the error message). I can consistently join with some players, but not others. Having someone as a friend doesn’t seem to affect if a teleport gets blocked or not. The platform of both users also doesn’t seem to matter, as I fail to join with PC and Mobile servers.
Are there any updates on this?
For context, what I am doing is that I am generating a reserved server, and then teleporting 2 paired players to the generated server.
local code = TeleportService:ReserveServer(placeId)
local players = {player1, player2}
TeleportService:TeleportToPrivateServer(placeId,code,players)
Error Output:
This has always been a bit of a problem for my game Starscape, which I have been able to largely mitigate through retrying teleports, but it is currently impacting it heavily and retrying the teleport rarely leads to success. Started getting worse sometime yesterday (February 17th). I am using TeleportToPrivateServer
in a lobby place and the TeleportInitFailed
event is firing very often with the Unauthorized
enum. It is blocking many people from playing the game since they cannot get past the lobby. The issue appears to be coming in bursts which randomly clear up after some time.
I have not made an update to my game in weeks, so the change in behavior was not caused by one of my own updates.
My game Blox Royale is also getting similar teleport issues, however there is no error and the player is just not teleported despite the event running.
Just this evening its gotten alot worse, only around 20-30% of teleports are successful. This is really hindering my game to the point people cant even play without teleporting.
After further investigation, I can confirm this is happening in my game as well. Sometimes teleports just silently fail. I saw another forum post about MessagingService
never yielding that started around the same time; do you make calls to MessagingService
before your teleports? It seems like all my teleports that are failing do make MessagingService
calls beforehand, so it is possibly related (maybe we’re never reaching the TeleportService
calls). Have not yet added sufficient logging to see if it’s the case, but going to do that now…
Yes, my game utilizes messagingservice for cross-server matchmaking.
I was experiencing this issue yesterday in my game Notoriety. My game, unlike those mentioned above, does not utilize messagingservice however.
the MessagingService issue should now be resolved - we’re still looking into the Teleport issues…we have some ideas as to what might be happening but teleport is a fairly complex product so it takes time to find the exact root cause and we want to be certain.
I am receiving reports of this in The Day the Noobs Took Over Roblox 2.
Similar to @Brick_man, I do not use MessagingService. I only use the TeleportService. This appears to be more prominent when attempting to teleport groups of players into reserved servers.
Considering my game relies off of teleportation, this immensely breaks my game’s functionality.