Nitefal
(Nitefal)
April 19, 2016, 7:39pm
#1
When I try to join a universe server in my game it always puts people in separate servers even when there is no one at that moment and when servers aren’t even full.
It has never been this way so here’s what I use to transfer them, Which is not the problem as it always worked.
The Issue:
https://gyazo.com/599330850f9dcaa5191e8a0a73f5a09b
And this is the code I use to teleport a player:
game:GetService(“TeleportService”):Teleport(176484987,game.Players.LocalPlayer)
It’s a known issue for sure.
Ok so basically I am making a game that uses the universe feature. Me and my friend were testing it out and when we went through an arrow (which leads to the next place in the universe) i thought she was having trouble with connection. I checked the servers list of that area and it had split us into 2 servers (which is odd, the servers allow 50 people). So we went back to the main game place and everything was fine. We tried again and the same thing happened. So we tried with a different area in…
Clicking Play creates a new server - #13 by Zomebody - Staff replied here.
Nitefal
(Nitefal)
April 19, 2016, 7:59pm
#3
I’ve seen that thread indeed, but from that point on I heard nothing about it anymore so I thought i’ll point it out again.
spotco
(spotco)
April 25, 2016, 5:33pm
#4
You shouldn’t expect regular Teleport to move players to the same server. If you want that behaviour, use the other teleports in TeleportService or verify it yourself using DataStore.
1 Like
Nitefal
(Nitefal)
April 26, 2016, 9:20am
#6
This might solve the teleportation issue but the web issue remains, as discribed in this post:
I have a place in my Universe that allows 80 players max.
If it is empty and I teleport 3 people there, I shouldn’t expect them all to land in the same server? It seems like a reasonable expectation.
2 Likes
system
(system)
Closed
October 25, 2022, 8:27pm
#8
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