Button Script: Rejoin

-- Place this in a ModuleScript or a persistent LocalScript local TeleportService = game:GetService("TeleportService") local player = game.Players.LocalPlayer local currentServerId = game.JobId

-- Reset debounce after cooldown (won't run if player teleports) task.wait(REJOIN_COOLDOWN) debounce = false end

local function rejoin() -- Get the current game's ID and place ID local placeId = game.PlaceId local jobId = game.JobId Rejoin Button Script

RejoinService:Rejoin()

-- Optional: Fire a teleport begin event for analytics print("Rejoining player: " .. player.Name) end -- Place this in a ModuleScript or a

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:

if not success then warn("Rejoin failed: " .. tostring(err)) -- Fallback to normal teleport TeleportService:Teleport(game.PlaceId) end Advanced: Rejoin to the Same Server (Using Memory)

-- Rejoin Button Script (LocalScript) -- Place inside a TextButton > LocalScript local button = script.Parent local player = game.Players.LocalPlayer