When teleporting players using TeleportPartyAsync
, Player:GetJoinData()
returns an empty table for all players except one at the destination place.
Repro steps
In lobby place:
game:GetService("TeleportService"):TeleportPartyAsync(2986087854,
game.Players:GetPlayers(),
{text = "every player should have this in their join data"}
)
In destination place:
game.Players.PlayerAdded:connect(function(Player)
local joinData = Player:GetJoinData()
print(Player.Name, "join data:",
game:GetService("HttpService"):JSONEncode(joinData)
)
end)
result:
Why it matters
We’ve gone through great lengths to establish a party system in our game. We want players in a party to be able to teleport together and maintain their party when they arrive. We also transmit vital information through teleportation: such as a player’s GameAnalytics session ID and their desired save slot number. While this bug is present, we are unable to transmit this data while players are teleporting together.
Our party teleport system has been broken for weeks and I’ve been pulling my hair out trying to figure out why. Please fix this issue as soon as possible.
Thanks