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# TeleportAsyncResult

TeleportAsyncResult : `Instance`

## Overview

The result instance returned after `TeleportService:TeleportAsync` completes. When a teleport request is processed successfully, it carries information about the server the player joined and delivers it back to the caller.

## Properties

### ReservedServerAccessCode

`string`

The access code of the reserved server that the player joined through this teleport.

When a new private server was created by setting `TeleportOptions.ShouldReserveServer` to `true`, this value can later be passed to `TeleportOptions.ReservedServerAccessCode` to teleport other players into the same server.

If the player joined a public server rather than a reserved one, this may be an empty string.

#### Code Samples

```lua
local TeleportService = game:GetService("TeleportService")

local targetPlaceId = 1234 -- PlaceId of a Place connected to the current World

-- Create a reserved server
local success, errorOrAccessCode = pcall(function()
    return TeleportService:ReserveServerAsync(targetPlaceId)
end)

if not success or errorOrAccessCode == nil or errorOrAccessCode == "" then
    return
end

-- Configure TeleportOptions
local options = Instance.new("TeleportOptions")
options.ReservedServerAccessCode = errorOrAccessCode -- Reserved server access code
options.ShouldReserveServer = false                  -- Whether to create a new reserved server session (must be false when using ReservedServerAccessCode)

-- Execute teleport
local success, errorOrResult = pcall(function()
    local players = { player } -- Players to teleport

    local teleportResult = TeleportService:TeleportAsync(targetPlaceId, players, options)
    return teleportResult
end)

print("TeleportAsyncResult.ReservedServerAccessCode : ", errorOrResult.ReservedServerAccessCode)
```

## Methods

## Events

## See also

{% content-ref url="/pages/622TMnOQKflywQnvq8hQ" %}
[Place & Teleport](/manual/studio-manual/game-development/place-and-teleport.md)
{% endcontent-ref %}
