Rejoin Button Script Today
button.MouseButton1Click:Connect(rejoin) The script above does not fully rejoin the same server because TeleportService:Teleport with the same placeId usually puts you into a new server (unless you also pass the jobId – but that's deprecated/restricted for security reasons).
RejoinService:Rejoin()
local function rejoin() -- Get the current game's ID and place ID local placeId = game.PlaceId local jobId = game.JobId
local function safeRejoin() if debounce then return end debounce = true Rejoin Button Script
-- Connect to button click button.MouseButton1Click:Connect(function() RejoinService:Rejoin() end)
-- 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")
local debounce = false button.MouseButton1Click:Connect(function() if debounce then return end debounce = true button
local success, err = pcall(function() local placeId = game.PlaceId local currentServer = game.JobId -- Try to rejoin same server first if currentServer and currentServer ~= "" then TeleportService:TeleportToPrivateServer(placeId, currentServer, player) else -- Fallback to new server TeleportService:Teleport(placeId) end end)
if not success then warn("Rejoin failed: " .. tostring(err)) -- Fallback to normal teleport TeleportService:Teleport(game.PlaceId) end
-- Optional: Teleport to the same server first (to force leave) -- Then teleport back local TeleportService = game:GetService("TeleportService") player
--[[ 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
-- Optional: Fire a teleport begin event for analytics print("Rejoining player: " .. player.Name) end
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.
-- Create a reserved server for the current place local reservedServer = TeleportService:ReserveServer(placeId)