Rejoin Button Script May 2026

-- Connect to button click button.MouseButton1Click:Connect(function() RejoinService:Rejoin() end)

-- Optional: Teleport to the same server first (to force leave) -- Then teleport back local TeleportService = game:GetService("TeleportService")

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. Rejoin Button Script

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).

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: -- Connect to button click button

-- Optional: Fire a teleport begin event for analytics print("Rejoining player: " .. player.Name) end

local function rejoin() -- Get the current game's ID and place ID local placeId = game.PlaceId local jobId = game.JobId Here's the pattern: -- Optional: Fire a teleport

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

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