Hi everyone!
We shipped a new remote event “TeleportService.TeleportInitFailed” and Enum “TeleportResult” today, then we can programmatically handle teleport errors from server script and client script.
RBXScriptSignal TeleportInitFailed(
Player player,
TeleportResult result,
String errorMessage )
Parammeters:
Player
Type: player
Result
Type: TeleportResult
errorMessage
Type: String
Description: Fire when Teleport failed and the players didn’t leave the current game server. Fire on the server and client. It is to handle cases where players never leave the current game server due to a failed teleport.
lua:enum:: TeleportResult
Used to determine teleport result and the reason for teleport failed.
What’s the reasoning behind the “Init” in TeleportInitFailed? Is there another API coming that is “TeleportFailed”? Init seems a little redundant and seems to just add clutter to the name, but maybe I’m missing something.
I guess if a player is already “in transit” (connecting to/loading the new place) the matchmaker is no longer involved and thus can’t report anything to the origin game server. So the “Init” refers specifically to the matchmaking phase.
Any plans for functionality to deliberately cancel a teleport request? In my game, users can specify a gamemode they want to play (which will use the teleport service). If one gamemode takes too long to connect, I’d like the user to be able to cancel and be able to play a different gamemode (instead of awkwardly waiting for the first one to finish).