As a user, I want to be able to sit in queue on PC for the game I’m actively playing while also scrolling Roblox Moments on my phone. I can’t do this because Roblox only lets you connect to one server at a time.
As a developer, I’d like to be able to make productivity tools and social media apps in Roblox that don’t demand the user’s primary focus. Like how Roblox Moments could ideally be placed down and picked back up between rounds in a PvP game.
As a backend developer this sounds like a nightmare, imagine you’re processing data for the player, and then PlayerAdded fires for the same player in another server and messes everything up
It would also not make sense to have the same account on multiple games. So it would have to be so that you could switch your current account and join another game on that.
This seems easily solvable, right? I don’t really see any use case for one player being on two servers in the same experience. Even then, there could just be a button for the developer to restrict players to one server at a time.
Guys i think you dont understand the backend logic…
even IF the player joins 2 different games, IT STILL WOULD BE HELL
Most backend flows assume one online presence per account. If you allow two live presences, all session-scoped logic (auth tokens, heartbeat, Kick/Teleport flows, server ownership of player state) WILL cause conflicts
“Just restrict to one server per experience” doesn’t fix it
MILLIONS OF DEVELOPERS ON ROBLOX have to rebuild complex system again as changing this is not easy. .PlayerAdded is the single heart event of ALL GAMES in roblox, and it is tedious to have a workaround.
Try imagining:
HOW WILL YOU RESTRICT ONE PLAYER TO ONE SERVER? Its impossible bro
(unless roblox comes up with a way)
PlayerAdded/PlayerRemoving are assumed to be paired once per account. Two universes firing them simultaneously means double init, double teardown
So roblox better not come up with this or it will break the entire roblox
Bro you know what are “sessions”, sessions normally we see in php, but any account-based platforms use them too.
Account session is global, not per‑game.
Roblox doesnt spin up isolated identities per universe. Your account presence is one global object tracked by the platform. If you let it attach to two different games, youve got two universes both claiming authority over the same account state.
thats not sandboxing btw if uk what that means. Its something like shared identity
And,
DataStore collisions don’t care if it’s different games.
Even if the games use different scopes, you still hit shared services like MessagingService, TeleportService.
presence api
omg why am i typing all this
Before doing this post did you think that when u press Invite friends in a game, it shows for example, Optiplxrr playing ABC simulator. IF I WAS PLAYING 3 GAMES AT ONCE WHAT WILL IT SHOW. Parental controls, moderation logs, all assume one active universe per account. Two universes means “which one is canonical?”
TeleportService
i think i alr mentioned this but if you’re in two games, which session does a teleport target? Which one gets terminated? Undefined behavior.
Developer burden skyrockets.
Every dev would have to implement distributed locks, conflict resolution, and anti‑duplication logic.
Thats just dumb. it would be :
for you i guess if you have a game called run away from monster obby or something similar, but for huge games that heavily rely on session-locking like Blox Fruits, Grow a garden, Deepwoken, and most of the Pvp games which have ALOT of stats, its gonna be hell for the developers to re-implement the logic
And for your question,
NO
it is hellish and super tedious
again, if it’s brainrot obby, maybe yes, it would be easy to use a button💀.
pls be sensible bro
Even if it’s “two different games,” the core issue is one account = one authoritative session
So yeah, whether same game or different games, it’s still chaos. This entire idea is hell.
Thank you for your time. I hope you learned something new today on how roblox session-locking works and how is that related to Asynchronous events and APIs.
To all the complex game / backend developers out there, dont worry this will never happen,
first of all, swallow your pride.. im not sure why im included in this because all i did was clarify what they meant.
It doesnt matter if two completely different games have the player events fired, because theyre two different games.. theres no conflict. If a player joins a server, the event fires.. there is no connection with any other game. So no, it will not “break the entire roblox”
Isnt this part of the feature request? This is like saying “we cant get colored folders, because we dont have colored folders”, like why do you think theyre suggesting this?
If you send a invite from game A, it invites people to game A.
If you send a invite from game B, it invites people to game B.
Not that complicated
Who even uses Roblox moments, just make an alt account and log into it on your phone if you like moments that much and If you really wanna scroll, scroll on YouTube Shorts. Also playing multiple games at once in a same account is a bad idea, like the botting problem would get worse because the same account can be in multiple games.
No it wouldn’t, because it’s ALREADY possible, the client just restricts it, and in fact there are even programs that can disable this restriction on the client. You should do your research before making such painfully easily disproven statements.
Bro, you’re mixing up client hacks with actual platform‑level suppor Yeah, you can force multiple clients with shady programs, but that’s not Roblox “supporting” it — that’s literally breaking the session model.
Millions of devs rely on the one‑session rule. Remove it, and every complex game has to rebuild distributed locks and conflict resolution from scratch
As i said, you dont understand the pain of this feature request.
I’m not mixing up anything. If this actually caused problems like you are implying it would this would be blocked at the BACKEND LEVEL. You clearly don’t know what you’re talking about as all the problems you pose are instantly resolved by not allowing multiple sessions in the same experience. There’s no pain involved if someone has a multiple sessions in completely different experiences open.
where did u learn this at? is this a fact or an assumption?
Or its restricted for simplicity reasons, like if someones playing a game and they join into another one its easier for the user if roblox just shutdown the other client
“we cant have colored folders because we dont currently have colored folders and thats proof its impossible” ( i want colored folders )
Now I’m no engineer at any level but the only thing I can see that may need tweaking is the Presence API.
I
TeleportService and MessagingService as far as I’m concerned works on a server-level. If I want to teleport a player to another experience then which ever game it was fired from is which client is changed.
Say you have ServerA, ClientA, ServerB, and ClientB.
If ServerA wants to teleport you to a new server it’s going to send ClientA. If ServerA tries to send ClientA to the same experience as ServerB it’s going to give ClientA an error for already having ClientB active within that experience.
You won’t be able to support multiple clients within the same experience but different games will be fine.
For messagingservice as far I’m concerned client doesn’t have any interaction with that anyways all the data is communicated within the server on that experience.
MessagingService and DataStoreService are shared between places in the SAME EXPERIENCE. TeleportService is definitely handled between Server A and Server B, not globally (it would be highly incompetent of their engineers to do it globally), and Presence API has no issues handling this because it already has to account for multiple presence sources to begin with (you can have multiple instances of Studio open)
Do at least try to actually understand what you are talking about if you wish to continue trying to argue this.
Ok my first post was me just trolling around lol but in all seriousness. ive been scripting for about 2 years but afaik datastoreservice, messagingservice, etc already persist between sessions for a single experience. So it wouldn’t be an issue I think.
Yeah they do but i think the way roblox handles it now is per-session bassis.
The movement of the player from one server to another can only happen once for 1 session until the movement is complete. Otherwise it will throw an error, “cant teleport until current teleport process is completed” or smthn like that.
You said:
Yeah but remember that Teleportservice is a backend service, it’s not the experience handling it itself, its the servers.
I’m unsure what method roblox servers use to reference the player instance but lets say user id, when the server calls
teleport(userid,placeid)
when the server detects 2 user ids of the same player currently running in different games, which will it teleport?
Back to my main point
As i said it’s not impossible
Just applying this feature will give massive work to roblox engineers and game developers
OMG I DIDN’T KNOW THAT
ur so damn smart broooooooo
Lol ok fr tho, having multiple studio windows open is just 1 session, but multiple windows lol. you cant have multiple studio windows running with different accounts
Pls know how things work dont just yap bro.
It is globally kid, go learn, and by learn i dont mean “google” or chatgpt
Go tell that to their engineers that they’re incompetent. Let’s see if you can do better lol.
google answered that question lol since idk how to explain that lol.
I’m repeating again,
Is it me or is it you
Ok lol bro enough with the coloured folders you’re making me laugh
wha~what?
Umm.. what does it have to do between our topic and the persistence of services between sessions for a single experience.