local Players = game:GetService("Players")
local code = TS:ReserveServer(game.PlaceId) -- Returns a code
local players = Players:GetPlayers() -- Get a list of all players
TS:TeleportToPrivateServer(game.PlaceId,code,players) -- Actually teleport the players
Or with TeleportAsync
and when opening the new server print the private server ID - it does not exist.
Expected Behavior
Teleport to a reserved server instead of a public one.
Actual Behavior
You are teleported to a public server
Workaround
No, which is really critical for the game.
Issue Area: Engine Issue Type: Other Impact: Very High Frequency: Constantly Date First Experienced: 2022-08-10 00:08:00 (+03:00) Date Last Experienced: 2022-08-22 00:08:00 (+03:00)
I was unable to reproduce this. I tried teleporting to the same place id as the current place, and a different place id. Both teleported me to the actual reserved server
when you explicitly use TS:TeleportToPrivateServer(game.PlaceId,code,players), it can only take you to reserved servers. you would see it fail the teleport otherwise. are you seeing that other players can join the new place from other means, e.g. a regular teleport?
also, are you calling this property from the client or the server?
Hi, thanks for replying. From the server only. I’m gonna run more tests today and see what’s wrong.
Issue is that players can teleport to the so called ‘private’ server, and the print log shows it’s public for some odd reason.
EDIT: it only happens with teleport async, maybe we’re not passing the args right or we did not understand it does not replace every teleport func? teleport to private server works fine.