TeleportPartyAsync only transmits join data for one player. (Player:GetJoinData() returns empty for all but one player)

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

34 Likes

We found the issue. The EAT for this fix to prod should be next two week. Thank you for reporting this.

6 Likes

The fix has been released just now.

4 Likes

Very much appreciated, thank you!

2 Likes

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