Making a simple roblox floor teleport script for your game

If you're looking to add a roblox floor teleport script to your project, you're likely trying to bridge the gap between different levels of a building or maybe just save players a long walk up some stairs. It's one of those fundamental mechanics that seems easy until your player character starts glitching through the floor or gets stuck in a loop. I've spent way too many hours debugging why a character ended up in the "void" just because I forgot a tiny bit of offset logic, so let's break down how to do this the right way without overcomplicating things.

The basic logic of moving players

In Roblox Studio, teleporting isn't actually "moving" in the physical sense of walking; it's more about instantly redefining where a character exists in the game world. When you use a roblox floor teleport script, you're essentially telling the game engine to take the player's HumanoidRootPart and snap its coordinates to a new CFrame (Coordinate Frame).

The most common way people set this up is by using a "Pad A to Pad B" system. You step on a part on the first floor, and you immediately appear on a part on the second floor. It sounds straightforward, but there are a few ways to handle it depending on the vibe of your game.

Setting up your parts in Studio

Before you even touch a script, you need two parts. Let's call them "Entrance" and "Exit."

  1. Create two Parts (Anchored, obviously).
  2. Place the "Entrance" on Floor 1.
  3. Place the "Exit" on Floor 2.
  4. Rename them so you don't get confused.

A pro tip here: make sure the "Exit" part is actually slightly above the floor. If you teleport a player exactly to the same Y-level as the floor, their feet might clip into the ground, causing them to fall through the map or just get stuck. I usually hover the exit part about three studs above the ground to be safe.

Writing the touched event script

The most "classic" way to handle this is through a Touched event. This is great for obbies or simple buildings where you just want the transition to be automatic.

Inside your "Entrance" part, you'd drop a script that looks something like this:

```lua local entrance = script.Parent local destination = game.Workspace.ExitPart -- Make sure this matches your part name

entrance.Touched:Connect(function(hit) local character = hit.Parent local hrp = character:FindFirstChild("HumanoidRootPart")

if hrp then hrp.CFrame = destination.CFrame + Vector3.new(0, 3, 0) end 

end) ```

Notice that + Vector3.new(0, 3, 0) part? That's the offset I mentioned. It's a lifesaver. It ensures the player spawns just high enough to land naturally on the floor rather than merging with the plastic material of the part.

Handling the "Infinite Loop" problem

If you want a roblox floor teleport script that works both ways (Floor 1 to Floor 2, and Floor 2 back to Floor 1), you're going to run into a funny, yet annoying, problem. If you step on Pad A, you teleport to Pad B. But since you just "touched" Pad B by arriving there, it immediately teleports you back to Pad A. You end up stuck in a flickering teleport loop.

To fix this, we use something called a "Debounce." It's basically just a cooldown. You tell the script, "Hey, if you just moved someone, wait two seconds before you move someone else."

You can also solve this by making the destination a "Spawn Point" object rather than a part with a touch script, or by simply moving the exit point a few studs away from the actual teleport pad. Personally, I prefer a short cooldown because it feels more professional and prevents players from accidentally tripping the script twice.

Using ProximityPrompts for a cleaner feel

Honestly, the "step-on-pad" method can feel a bit dated depending on what kind of game you're making. If you're building a realistic hotel or a roleplay map, using a ProximityPrompt is way smoother. This lets the player walk up to an elevator door or a staircase and press "E" to teleport.

It's a bit more immersive because it gives the player control. They won't accidentally teleport just because they bumped into a doorframe.

To do this, you'd add a ProximityPrompt inside your entrance part. Then, the script changes slightly:

```lua local prompt = script.Parent.ProximityPrompt local destination = game.Workspace.ExitPart

prompt.Triggered:Connect(function(player) local character = player.Character if character then local hrp = character:FindFirstChild("HumanoidRootPart") if hrp then hrp.CFrame = destination.CFrame + Vector3.new(0, 3, 0) end end end) ```

This is generally "safer" than the touched event because it specifically identifies the player who triggered the prompt, rather than just checking whatever physical object hit the part (which could be a random unanchored ball or another NPC).

Why CFrame is better than Position

You might see some older tutorials telling you to change hrp.Position. While that works, using hrp.CFrame is much better. CFrame doesn't just handle where the player is; it handles which way they are facing.

If you want your player to come out of the teleport facing a specific direction—like looking into the new room rather than staring at the wall—you can rotate your "Exit" part in Studio. Because the script copies the CFrame of the exit part, the player will automatically rotate to match the orientation of that part. It's a small detail that makes a huge difference in how the game feels.

Multiple floors and complexity

If you have a skyscraper with twenty floors, you don't want to write twenty different scripts. That's a nightmare to manage. Instead, you can use a single script that manages all teleports using Attributes or StringValues.

For example, you could name your parts "Floor1_Up" and "Floor2_Down." You can then write a script that looks for the corresponding name to decide where to send the player. Or, even better, use a RemoteEvent if you want to create a GUI menu where players can click "Floor 5" and be whisked away.

When doing GUI-based teleports, remember that the actual "moving" of the character must happen on the server. If you try to teleport the player's HumanoidRootPart in a LocalScript, it might look fine on their screen, but to everyone else, they'll still be standing on the first floor. Worse, the server's anti-cheat might think they're teleport-hacking and rubber-band them back. Always fire a RemoteEvent to a script in ServerScriptService to handle the actual movement.

Polishing the experience

A raw roblox floor teleport script can be a bit jarring. One second you're in the lobby, and the next millisecond, the screen has changed. It can be disorienting for players.

To make it feel "premium," try adding a quick fade-to-black. You can use a TweenService on a frame in the player's ScreenGui. When they trigger the teleport: 1. Fade the screen to black (0.5 seconds). 2. Teleport the character. 3. Wait a tiny fraction of a second for the map to load. 4. Fade the screen back to transparent.

It's these little touches that separate a "starter" game from something people actually want to spend time in.

Final thoughts on script security

One last thing to keep in mind: if your teleport script is used to access "VIP" areas or levels that require a certain rank, don't just check the rank on the client side. A player with a basic exploit tool can easily fire the teleport logic themselves. Always verify on the server that the player actually has permission to be at that destination before you move their CFrame.

Teleporting is a powerful tool in your Roblox dev kit. Whether you're making a simple obby or a massive open-world city, getting your floor transitions right is key to a smooth user experience. Just remember the Y-axis offset, use CFrames instead of Positions, and maybe give ProximityPrompts a try if you want that modern feel. Happy building!