I have a game where I made it’s framework able to run either the lobby system OR the actual game, however, when I use TeleportService:TeleportAsync()
to teleport players to a reserved server, I never actually get the data I sent in the TeleportOptions
that was within the TeleportAsync
call.
I create a TeleportOptions
, and then teleport the player(s) to a fresh reserved server, and I teleport just fine
local TPOptions = Instance.new("TeleportOptions")
TPOptions:SetTeleportData(Settings)
TPOptions.ShouldReserveServer = true
TPS:TeleportAsync(game.PlaceId, plrs, TPOptions)
In the reserved server I then check for the data inside a PlayerAdded
event
game.Players.PlayerAdded:Connect(function(plr)
local PlrData = plr:GetJoinData()
print(PlrData)
end)
it however, always prints nil, I’ve tried using TeleportService:GetLocalPlayerTeleportData()
(yes on the client), however that also returns nil. I made sure the table I send isn’t mixed keys, it’s just a couple bools and a couple numbers, all with string indexes, I tried keeping the original server alive using a game:BindToClose
to see if it was just because the server shutdown too fast, and that did nothing.
Yes I’ve been testing in a live server, not a studio server / local server
Is there something I’m missing? or does TeleportData
just not transfer if it’s a teleport to the same place?