I have a game that is designed to be played by my friends only. We have a few different layers to this game that look like so:
- Main Game - Starting Place
- [Reserved Server] One of “Main Game”
- [Reserved Server] Two of “Main Game”
- Place 1: Beta Tests
- Place 2: Private Tests
function PtpAll(id)
game:GetService("TeleportService"):TeleportAsync(id, game.Players:GetPlayers())
end
All the games are friends only, published, and have been accessed via TeleportPartyAsync
/ TeleportAsync
for years.
Within the last month we have noticed that my testers cannot teleport to Place 1 or Place 2 anymore. I can still teleport, but if i have anyone else in the party it does not work.
We also have a system that allows a teleport from either of the Reserved Server’s back to the main game that also no longer works. It uses TeleportAsync
(Previously used TeleportPartyAsync
), but there is no reason it should prevent them from teleporting to the main game.
I have noticed that several reports on this issue exist on the Developer Hub but the only clear “solution” is to give everyone edit access which is not possible.
I found that using TeleportService:Teleport()
does allow them to access Place 1 and Place 2 again and even TeleportService:TeleportAsync()
if they are the only one in the game. The errors get worse when it seems the owner is in the game or in the teleport group?
TLDR:
TeleportService:TeleportToPrivateServer() - Works Fine.
TeleportService:TeleportAsync() – No longer works.
TeleportService:TeleportPartyAsync() – No longer works.
A work around “TeleportService:Teleport()” one by one, but that runs the risk of the group getting split up.