It’s not entirely clear based off the documentation how the official module handles teleporting between places in a game. Is anyone actually using the module, and does your game feature teleports? Would you just track things in one place or something else?
Can’t speak from my own experience but there may be some useful insight here (emphasis added):
I don’t believe that the official module supports teleport in any capacity. I ended up forking ByDefault’s module a while ago and adding a ton of functionality. One of the things I built into Vesteria was a system for passing along analytics session id to the receiving server to continue their session seamlessly and NOT sending a session end event if the player leaves the game due to a teleport, and
This works for our game because we use server-side teleports for authenticity, which are a lot harder to spoof (the conditions under which you can spoof server-side teleport data are very narrow and possible to account for). Client-side teleports or teleports without the right authorization are flat out rejected by the receiving server and you are kicked from the game.
What would happen to the data if the player quit Roblox as soon as the teleport started? (before they join the next server)
If you don’t send a session end event, it just drops the session. It’s such a minority of random cases that it doesn’t affect your analytics in a meangingful way. This is how Vesteria accurately tracks average session length throughout our entire game.