
roblox-teleport-matchmaking
Multi-place and multi-server games - universes and places, TeleportAsync with TeleportOptions (reserved/specific servers, teleport data), retrying failed teleports, secure access control, lobby-to-match flows, parties and queues, Roblox matchmaking with custom signals, server type detection, data handoff. Use when adding lobbies, match servers, dungeons, parties, server browsers, or customizing server selection.
- Installs
- 434
- Last 24h
- +23
- Trending rank
- #5309
- Security
- Not audited
Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/el4cteo/roblox-skills --skill roblox-teleport-matchmaking- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads roblox-teleport-matchmaking automatically when relevant.
- 03
Review the result
The agent follows the SKILL.md steps, scripts and references bundled with the skill.
SKILL.md
The instructions your agent reads when the skill is triggered.
Teleports, places, and matchmaking
Structure
- A universe (experience) contains a start place plus sub-places. All places share DataStores, MemoryStores, MessagingService, developer products, and passes.
- Typical layouts: Lobby (start place) → Match place (reserved servers) → back to Lobby; or a hub with separate world places. Keep shared code in packages or a shared Rojo tree.
- Access Control for Places (Creator Dashboard):
Fully open,Limited to same universe, orSecure within universe only(only server-initiated teleports into non-start places — recommended for progression gates and test places). Clients can otherwise teleport themselves anywhere in the universe.
Teleporting (server)
--!strict
local TeleportService = game:GetService("TeleportService")
local ATTEMPTS = 5
local RETRY_DELAY = 1
local FLOOD_DELAY = 15
local function safeTeleport(placeId: number, players: { Player }, options: TeleportOptions?): (boolean, any)
local ok: boolean, result: any = false, nil
for _ = 1, ATTEMPTS do
ok, result = pcall(function()
return TeleportService:TeleportAsync(placeId, players, options)
end)
if ok then
break
end
task.wait(RETRY_DELAY)
end
if not ok then
warn("Teleport failed:", result)
end
return ok, result
end
-- A teleport can still fail after TeleportAsync succeeds: retry transient failures.
TeleportService.TeleportInitFailed:Connect(function(player, teleportResult, errorMessage, placeId, options)
if teleportResult == Enum.TeleportResult.Flooded then
task.wait(FLOOD_DELAY)
elseif teleportResult == Enum.TeleportResult.Failure then
task.wait(RETRY_DELAY)
else
warn(`Invalid teleport [{teleportResult.Name}]: {errorMessage}`)
return
end
safeTeleport(placeId, { player }, options)
end)
return safeTeleport
TeleportOptions:
ShouldReserveServer = true→ a new reserved server (private, only reachable by access code) — ideal for matches, dungeons, and parties. ReturnsTeleportAsyncResultwithReservedServerAccessCodeandPrivateServerId.ReservedServerAccessCode = code→ join an existing reserved server (fromReserveServerAsync(placeId)or a previous result).ServerInstanceId = jobId→ a specific public server (e.g. "join friend's server").SetTeleportData(table)→ non-secure data readable on arrival withplayer:GetJoinData().TeleportData(server) orTeleportService:GetLocalPlayerTeleportData()(client). Clients can tamper with it: never trust it for currency, items, or permissions — use DataStores/MemoryStores keyed by user ID or by the reserved server'sPrivateServerId.
Deprecated: Teleport, TeleportToPlaceInstance, TeleportToPrivateServer, TeleportPartyAsync,
TeleportToSpawnByName, ReserveServer → TeleportAsync + TeleportOptions / ReserveServerAsync.
Data handoff between places
- Save the player's data before teleporting (ProfileStore: end the session / wait for save).
- The destination loads with session locking (ProfileStore retries while the old server releases).
- For match parameters (mode, map, team assignments), write a MemoryStore/DataStore entry keyed by
the reserved server's
PrivateServerId(or the access code) before teleporting; the match server readsgame.PrivateServerIdon start and loads its config. - On arrival,
TeleportService:SetTeleportGui(gui)(client, before teleport) keeps a loading screen up across the transition; useReplicatedFirstloading screens on arrival.
Detecting server type
| Server | game.PrivateServerId | game.PrivateServerOwnerId |
|---|---|---|
| Public | "" | 0 |
Reserved (ReserveServerAsync/ShouldReserveServer) | non-empty | 0 |
| Private (VIP) server | non-empty | owner's user id |
Lobby → match flow
- Players queue in the lobby (party leader invites; party members stored server-side).
- Queue in a MemoryStoreQueue / sorted map by mode and rating (see
roblox-data-stores), or use Roblox matchmaking to fill public servers. - When a match forms: write match config to MemoryStore keyed by a new id,
TeleportAsyncall players withShouldReserveServer = true, store the returnedPrivateServerId↔ match id mapping. - Match server: waits for expected players (timeout), runs the round, saves results, teleports everyone
back to the lobby place (a public server, or the party's lobby via
ServerInstanceId).
Roblox matchmaking (which server a joining player gets)
Default matchmaking scores eligible public servers by signals (friends, latency, language, age group, occupancy...) and picks the highest weighted sum. You can customize it per place in Creator Hub:
- Adjust weights of Roblox signals, or add custom signals based on custom attributes:
- Player attributes: values stored in a DataStore (e.g.
PlayerElo), configured in the matchmaking settings. - Server attributes: set at runtime with
MatchmakingService:SetServerAttribute(name, value)(e.g.GameMode,ServerLevel);InitializeServerAttributesForStudiofor testing.
- Player attributes: values stored in a DataStore (e.g.
- Preview scores against mock servers before applying, then apply the configuration to places. Use it for skill-based public servers; use reserved servers when you need exact team composition.
Server lifecycle
game:BindToClosefor shutdown saves;game.JobIdidentifies the server; soft shutdowns after updates (Open Cloud:restartServersor "Restart servers for updates") teleport players to fresh servers.- Server browsers: each server heartbeats
{ jobId, players, mode }into a MemoryStore sorted map (TTL) — seeroblox-data-stores.
Related skills
roblox-data-stores (session locking, MemoryStore queues), roblox-security (access control),
roblox-game-systems (round loops), roblox-open-cloud (server restarts).
FAQ
What does the roblox-teleport-matchmaking skill do?
Multi-place and multi-server games - universes and places, TeleportAsync with TeleportOptions (reserved/specific servers, teleport data), retrying failed teleports, secure access control, lobby-to-match flows, parties and queues, Roblox matchmaking with custom signals, server type detection, data handoff. Use when adding lobbies, match servers, dungeons, parties, server browsers, or customizing server selection.
How do I install roblox-teleport-matchmaking?
Run npx skills add https://github.com/el4cteo/roblox-skills --skill roblox-teleport-matchmaking in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/roblox-teleport-matchmaking/ (personal) or .claude/skills/roblox-teleport-matchmaking/ (project).
Which AI agents can use roblox-teleport-matchmaking?
Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.
Is roblox-teleport-matchmaking safe to install?
No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.
Who maintains roblox-teleport-matchmaking?
It is published by el4cteo in el4cteo/roblox-skills. It has 434 recorded installs.
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