Q: How are party teleports different from teleporting players to the same reserved server?
A: With party teleports, you have the guarantee that all the players you send will have a dedicated slot. With reserved servers, you have to keep track of running servers and hope that the servers do not fill up before all players arrive.
Q: What about all the other cool things I want to do with teleports?
A: We know there is a lot of additional functionality you want from teleports. Feel free to submit feature requests for things you want added.
Special thanks to nsgriff, oldmannt, and ThorIsViking for making this a reality!
How would this work if you wanted to have a few players teleport and then have others follow when they need to teleport? And in this case, what would happen if there is too many players in the receiving server?
To send players to a private server, use TeleportService:TeleportToPrivateServer(). The only reason we would consider adding an API to teleport multiple players simultaneously to a private server is to provide an “all or nothing” guarantee so that either the teleport will fail and all players will stay put or all players will be sent to the private server.
Are load times with TeleportPartyAsync faster than teleporting everyone to a ReservedServer?
During my game’s testing, when we have 25+ people being TPed at once to the actual game from the lobby, it would take 30 seconds to a minute to load. With a smaller amount, it was fine, but I’d like to know if this is better for loading performance.
Would we ever get a :GetPlaceInstances() function of some sort to see what servers are active and how many players are in each? Because atm I see no use for this other than to teleport squads to matches together as there is no way to see what servers are open.