What do you want to achieve?
I currently have written some code that checks what is in the teleport data of a player when they join.(that data should come from a hub that then teleports them to that place with specific data (such as the save slot used))
It kicks the player if the data transmitted is incorrect (I don’t want people joining with no save slot selected)
What is the issue?
I can’t “simulate” fake teleport data when play-testing, so I’m naturally being kicked for having no teleport data
What solutions have you tried so far?
I tried looking at Roblox Studio’s settings, I also tried looking for a plugin, to no avail.
I’ve also searched this devforum, only to find unrelated issues.
I’m considering just checking if I’m in studio or not but that’s just really annoying as I’d like to be able to really test in an environement closest to the real one. Without going through the hassle of creating a hub right now, and waiting to be teleported to the main game.
You could use RunService:IsStudio (roblox.com) to prevent yourself from being kicked. Before you call TeleportAsync you could just print what all the data is, and it’d be a safe assumption that the data is the same as received by the other side, until you can properly test it.
Yeah, it’s not as easy as it could be. I’m making a mobile game and a majority of mobile input can’t be emulated in studio, so I have to code… publish… whip out my phone and join the game… every time.
My only other thought is, could you use HTTPService and post/fetch your teleport data from a website? It’d be kinda wacky and much more overhead than creating the hub, but I suppose that would be a way to circumvent teleporting in-studio.
I’m just gonna stick with hardcoding values for now, and testing with a hub from time to time. It’s not that big of a deal, but I’m leaving this topic open if anyone has a solution to the main problem.