TeleportService:TeleportToInstance(placeId, jobId, player) is the key function. However, the target server must not be shut down or full at the exact moment of teleportation. To mitigate this:
For developers wanting total control, here is a minimal viable script structure. (Note: This is pseudo-code to illustrate the logic).
Using a Script inside ServerScriptService, each game server sends its status every 10–30 seconds. The payload includes: Roblox SERVER BROWSER SCRIPT
-- Server Heartbeat Script (simplified) local DataStoreService = game:GetService("DataStoreService") local serverStore = DataStoreService:GetDataStore("ServerBrowserData") local HttpService = game:GetService("HttpService") local Players = game:GetService("Players")local serverId = game.JobId local maxPlayers = game.Players.MaxPlayers
while true do local currentPlayers = #Players:GetPlayers() local data = jobId = serverId, players = currentPlayers, maxPlayers = maxPlayers, region = game:GetService("TeleportService"):GetRegion(), map = game.Workspace.CurrentMap.Value, -- assuming a Map value exists ping = game.Workspace.LivePing.Value, -- custom ping probe lastUpdate = os.time() player) is the key function. However
local jsonData = HttpService:JSONEncode(data) serverStore:SetAsync(serverId, jsonData) -- Caution: SetAsync per server task.wait(30)
end
Optimization: To avoid DataStore throttling with hundreds of servers, use an external web server with a database. Servers send HTTP POST requests to your API endpoint, which stores data in Redis or PostgreSQL. The client then reads from that API via HttpService.
Fix: The player count updated between the time you listed the server and when the user clicked. Add a joinAttempt flag that re-fetches the server data just before teleporting. players = currentPlayers