Hey everyone Im a new scripter/developer. While making one of my games, I got around to using the Teleport Service, specifically TeleportAsync. Now I know teleporting between places in a universe requires them to be public and I know there are some tricks in Studio to let you know if your teleport SHOULD be working properly. As far as Im aware though, you cant really tell unless you publish the experience and places connected to said experience in order to actually test those teleports, as well as having them public for everyone to join.
Heres what Im considered about, my experience will involve a main lobby that will have different mediums to teleport places to different connected places. However, that can be an issue in the scenario that you have active players and want to test a teleport for future updates or such and dont want your players stumbling across the teleport or having to shut the game down to do so. My question is how do you go about circumventing this problem without impacting active players (if possible) or risk players stumble across the content you are testing?
Interesting, thank you. Do you mean creating two instances of places? Say if I wanted to add a new teleport mechanic in the lobby and also test said place the teleport leads you to (so two places total); would I also create a test lobby with those new teleports mechanics in them or would there be a better way.
This script is just to teleport you to the Test Map without anyone being able to access it. Using buttons is dangerous “Exploiters” and “Scripters” to invade the testing place.