Type Index Pages
- BillboardGui
- Frame
- Hint
- ImageButton
- ImageLabel
- PlayerGui
- ScreenGui
- ScrollingFrame
- StarterGui
- SurfaceGui
- TextBox
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- TextLabel
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- DataModelSession
- DockWidgetPluginGui
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- StatsItem
- StudioService
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-
Instance
- GameSettings
- DebugSettings
- BodyMover
- WeldConstraint
- HttpRbxApiService
- NotificationService
- Translator
- Lighting
- Beam
- GuiService
- UserInputService
- Studio
- Plugin
- HttpService
- Mouse
- BindableEvent
- RunService
- Pages
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- TestService
- PathfindingService
- Chat
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- JointInstance
- Light
- BasePlayerGui
- AnalyticsService
- NetworkMarker
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- Geometry
- LoginService
- InstancePacketCache
- ThirdPartyUserService
- TouchInputService
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- PartOperationAsset
- DialogChoice
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- Accoutrement
- GamePassService
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- InsertService
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- JointsService
- LogService
- InputObject
- Toolbar
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- CFrameValue
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- Color3Value
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- Vector3Value
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- BindableFunction
- Button
- Trail
- LocalizationTable
- LocalizationService
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- DebuggerWatch
- ScriptDebugger
- Animator
- Attachment
- RemoteFunction
- RemoteEvent
- PluginManager
- Camera
- Stats
- Sky
- StarterPlayer
- Dragger
- TerrainRegion
- Path
- TextFilterResult
- Dialog
- StatsItem
- GoogleAnalyticsConfiguration
- ScriptContext
- ControllerService
- CacheableContentProvider
- ReflectionMetadataClasses
- ReflectionMetadataEnums
- DebuggerManager
- GuiBase
- UIBase
- LuaSourceContainer
- GuiItem
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- ServiceProvider
- ReflectionMetadataItem
- PostEffect
- PhysicsPacketCache
- TouchTransmitter
- RobloxReplicatedStorage
- Visit
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- FlagStandService
- VirtualUser
- SpawnerService
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- Team
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- StarterGear
- Message
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- Configuration
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- Players
- ContextActionService
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- SoundService
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- VRService
- PluginGuiService
- Player
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- Keyframe
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- IntConstrainedValue
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- ForceField
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- SoundGroup
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- ClickDetector
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- GlobalDataStore
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- CustomEvent
- CustomEventReceiver
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- ClusterPacketCache
- PVInstance
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- ReflectionMetadataYieldFunctions
- ReflectionMetadataProperties
- ReflectionMetadata
- AdvancedDragger
- HapticService
- FriendService
- GamepadService
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ReservedServerAccessCode
This property can only be read from. Attempting to write to it will cause an error.
This item is not replicated across Roblox’s server/client boundary.
The access code of the reserved server that the players are being teleported to. This field is populated only if the teleport is to a reserved server. This allows developers to perform subsequent teleports to this same reserved server.
See also
For more information on how to teleport players between servers, take a look at the Telporting Between Places article.
Code Samples
Teleporting To a Reserved Server
The example below demonstrates how to use TeleportService/TeleportAsync
to teleport a player to a reserved server and then save the TeleportAsyncResult/ReservedServerAccessCode
to a datastore for later use to teleport other players to the same server. Saving off the access code is important because players cannot join reserved servers via the TeleportService
without the reserved server access code.
Developers must save the reserved access code via GlobalDataStore|DataStores
or some other location in order to keep it. For example, developers can create a DataStore for access codes and then save the reserved server access code as the value and the PrivateServerId as the key. By saving the access code to a datastore using the TeleportAsyncResult/PrivateServerId
as the key, developers can get the server access code from within the reserved server and send it to other servers using the MessagingService
.
For example, the MessagingService can be used as a part of an invitation system that allows players on a reserved server to invite players on different servers to their server. The reserved server access code can be sent using this service to be handled by a subscribed server containing the invited player. The invited player’s server can then handle the message and teleport the invited player using a TeleportAsync specifying the access code through the TeleportOptions/ReservedServerAccessCode
property of the TeleportOptions
.
local DataStoreService = game:GetService("DataStoreService") local TeleportService = game:GetService("TeleportService") local ServerAccessCodes = DataStoreService:GetDataStore("ReservedServerAccessCodes") -- Teleport the player to a reserved server local teleportOptions = Instance.new(“TeleportOptions”) teleportOptions.ShouldReserveServer = true local teleportResult = TeleportService:TeleportAsync(placeId, {player}, teleportOptions) -- Save the ReservedServerAccessCode from the TeleportResult instance ServerAccessCodes:SetAsync(teleportResult.PrivateServerId, teleportResult.ReservedServerAccessCode) -- To retrieve the access code (can only be done from in the reserved server) local accessCode = game.PrivateServerId ~= "" and ServerAccessCodes:GetAsync(game.PrivateServerId)
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