Rejoin Button Script «2026 Release»

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

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

-- 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:

--[[ 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 Rejoin Button Script

local function safeRejoin() if debounce then return end debounce = true

-- Reset debounce after a few seconds (optional) task.wait(5) debounce = false end) Ask the player before rejoining:

function RejoinService:Rejoin() local placeId = game.PlaceId local currentJobId = game.JobId -- Optional: Fire a teleport begin event for

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.MouseButton1Click:Connect(function() RejoinService:Rejoin() end)

local debounce = false button.MouseButton1Click:Connect(function() if debounce then return end debounce = true Advanced: Rejoin to the Same Server (Using Memory)

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

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

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