local ReplicatedStorage = game:GetService("ReplicatedStorage")
local RemoteEvent = ReplicatedStorage:WaitForChild("RemoteEvent")
local HttpService = game:GetService("HttpService")
local TeleportService = game:GetService("TeleportService")
RemoteEvent.OnServerEvent:Connect(function(player: Player, instruction: string)
if instruction == "Teleport1" then
TeleportService:TeleportAsync(game.PlaceId, {player})
elseif instruction == "Teleport2" then
local teleportOptions = Instance.new("TeleportOptions")
teleportOptions.ServerInstanceId = HttpService:GenerateGUID(false)
TeleportService:TeleportAsync(game.PlaceId, {player}, teleportOptions)
end
end)
This is intended behaviour, you cannot simply use a random GUID as a JobId, it must be a currently running server. By ‘no matching server is found’ they mean if you leave the parameter blank and the place you are attempting to teleport to has no running servers, then it will create a new server, if you use the parameter it will need that server to exist or it will fail. That’s all intended.
This is technically intended behaviour, a matching server is found (being the server you are in) and it teleports you to it, however the server shuts down during the teleport and as a result you get the ‘bug’.
As stated above there is no bug here, just poor documentation.
I doubt this is critical by any means, this never worked in the past and doesn’t break any games?
if this is true then that’s incredibly dumb as the current behavior cause games player lost and stuns innovation, i guess i’ll make a feature request so this can be changed into a better and more useable feature