Rejoin Button Script -
-- Rejoin Button Script (LocalScript) -- Place inside a TextButton > LocalScript local button = script.Parent local player = game.Players.LocalPlayer
--[[ 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
function RejoinService:Rejoin() local placeId = game.PlaceId local currentJobId = game.JobId
if not success then warn("Rejoin failed: " .. tostring(err)) -- Fallback to normal teleport TeleportService:Teleport(game.PlaceId) end Rejoin Button Script
TeleportService:ReserveServer creates a new server, not the same one. If you need to rejoin the exact same server (e.g., to keep server state like a round in progress), you must store the JobId and use TeleportToPrivateServer with that ID – but that's only possible if your game manages its own server reservation system. Advanced: Rejoin to the Same Server (Using Memory) For true "same-server" rejoining, you need to cache the JobId before teleporting, then rejoin using that ID. Here's the pattern:
-- Optional: Teleport to the same server first (to force leave) -- Then teleport back local TeleportService = game:GetService("TeleportService")
-- Connect to button click button.MouseButton1Click:Connect(function() RejoinService:Rejoin() end) -- Rejoin Button Script (LocalScript) -- Place inside
-- Teleport to the current place with the same JobId (same server) -- Note: This works only if the server isn't shutting down TeleportService:Teleport(placeId, player, nil, nil) end
-- Optional: Fire a teleport begin event for analytics print("Rejoining player: " .. player.Name) end
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). Advanced: Rejoin to the Same Server (Using Memory)
local debounce = false button.MouseButton1Click:Connect(function() if debounce then return end debounce = true
-- Using a simple confirmation (you can use a custom GUI) local confirmed = false -- In a real script, show a popup here confirmed = true -- Placeholder if confirmed then RejoinService:Rejoin() end | Without Rejoin Button | With Rejoin Button | |-----------------------|--------------------| | Player leaves manually | One-click solution | | May lose server progress | Stays in same server (if ID cached) | | Negative UX for disconnects | Positive UX recovery | | Higher player drop-off | Better retention | Potential Issues & Solutions | Problem | Solution | |---------|----------| | Player rejoins too fast | Add a 3-5 second cooldown | | Server shuts down | Fallback to new server using Teleport(game.PlaceId) | | Teleport fails | Use pcall and show error message | | Mobile compatibility | Ensure button size is ≥ 50x50 pixels | Full Production-Ready Script Here's the final version you can drop into any Roblox game:
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)