-- Optional: Fire a teleport begin event for analytics print("Rejoining player: " .. player.Name) end
-- Connect to button click button.MouseButton1Click:Connect(function() RejoinService:Rejoin() end)
if not success then warn("Rejoin failed: " .. tostring(err)) -- Fallback to normal teleport TeleportService:Teleport(game.PlaceId) end
local function safeRejoin() if debounce then return end debounce = true Rejoin Button Script
function rejoinSameServer() if currentServerId then -- Teleport back using the saved server ID TeleportService:TeleportToPrivateServer(game.PlaceId, currentServerId, player) else warn("No server ID cached, falling back to new server.") TeleportService:Teleport(game.PlaceId) end end
-- Optional: Teleport to the same server first (to force leave) -- Then teleport back local TeleportService = game:GetService("TeleportService")
local debounce = false local REJOIN_COOLDOWN = 3 -- seconds -- Optional: Fire a teleport begin event for
-- Teleport the player to the reserved server TeleportService:TeleportToPrivateServer(placeId, reservedServer, player)
function RejoinService:Rejoin() local placeId = game.PlaceId local currentJobId = game.JobId
--[[ Rejoin Button Script Place inside a LocalScript under a TextButton --]] local button = script.Parent local TeleportService = game:GetService("TeleportService") local Players = game:GetService("Players") local player = Players.LocalPlayer Whether you're building a competitive shooter, a roleplay
-- Full Rejoin Button Script (LocalScript) local button = script.Parent local player = game.Players.LocalPlayer local RejoinService = {} local TeleportService = game:GetService("TeleportService") local Players = game:GetService("Players")
button.MouseButton1Click:Connect(safeRejoin) A Rejoin Button might seem like a small feature, but it dramatically improves player trust and experience. Whether you're building a competitive shooter, a roleplay town, or a testing ground, giving players a reliable way to reset their connection without leaving the ecosystem is a hallmark of polished game design.