Making a simple roblox pet teleport script today

If you've ever spent hours chasing down your virtual companions in a game, you know exactly why a roblox pet teleport script is such a lifesaver for both developers and players. There is nothing more frustrating than having a legendary dragon or a cute kitten get stuck behind a random wall while you're trying to explore a map. It breaks the immersion, and honestly, it's just annoying. Whether you're building the next big simulator or just messing around with your own projects, getting your pets to actually follow you—and snap back if they get too far—is one of those "quality of life" features you can't ignore.

Why pets get stuck in the first place

Roblox physics can be a bit wonky sometimes. If you've got a pet following a player using basic body movers or just simple pathfinding, they're bound to get hung up on a corner or a piece of terrain eventually. It's just the nature of the engine. When a player jumps over a high wall or uses a teleporter to move across the map, the pet is usually left behind, desperately trying to pathfind its way through a solid object.

That's where a solid teleport script comes in. Instead of just hoping the physics engine plays nice, you can write a bit of logic that says, "Hey, if the pet is more than 20 studs away, just zip it right back to the player's shoulder." It saves on lag because the engine doesn't have to calculate complex collisions for a stuck NPC, and it keeps the player happy because their expensive pets are always visible.

The basic logic behind the script

You don't need to be a math genius to get this working. At its core, the script is just checking the distance between two points: the player's character and the pet. In Roblox Luau, we usually do this using something called Magnitude. If the magnitude (distance) between the player's RootPart and the pet's PrimaryPart is too high, you trigger the teleport.

Most people use CFrame to handle the actual movement. If you just change the pet's Position, you might run into issues with rotation or the pet overlapping with the player's limbs. Using CFrame allows you to set the exact position and the direction the pet is facing in one go. It's cleaner and looks a lot more professional.

Setting up the "Snap-Back" feature

To make a roblox pet teleport script feel natural, you shouldn't just have the pet constantly teleporting every millisecond. That would look jittery and probably tank your game's performance. Instead, you want to set a threshold.

Let's say the pet stays within 10 to 15 studs of the player normally. You can set a "panic distance" of maybe 30 or 40 studs. If the player uses a speed boost or a portal and the distance suddenly jumps to 50 studs, the script kicks in and brings the pet back. It's a simple if statement that checks the distance every half-second or so. Using a while true do loop with a small task.wait() is usually the easiest way to handle this for a few pets.

Adding a bit of style with offsets

You probably don't want the pet to teleport inside the player's torso. That looks a bit glitched out and messy. When you're writing your script, you'll want to include an offset. This is basically just a bit of extra math that tells the pet to land a few studs to the left, right, or behind the player.

A common trick is to use the player's CFrame.LookVector or CFrame.RightVector. By multiplying these vectors, you can ensure the pet always appears in a specific spot relative to where the player is looking. It's a small detail, but it makes the pet feel like it actually belongs in the world rather than just being a floating box attached to your character.

Handling multiple pets at once

If your game allows players to have a whole squad of pets following them, things get a little more complicated. You can't just teleport five pets to the exact same spot, or they'll all clip through each other and look like a weird multi-headed monster.

In this case, your roblox pet teleport script needs to handle an array or a list of pets. You can loop through each pet and assign it a slightly different offset. Maybe Pet A goes to the left, Pet B goes to the right, and Pet C hovers slightly above the player's head. Using a simple index in your loop can help you distribute them evenly so they all have their own "personal space."

Server-side vs. Client-side scripts

This is a big one for new developers. Should the teleporting happen on the server or the client? If you do it on the client, the movement will look incredibly smooth for the player, but other people in the game might see the pet lagging or not moving at all. If you do it on the server, everyone sees the pet in the right spot, but the player might notice a tiny bit of delay.

For a roblox pet teleport script, a hybrid approach is usually best, but if you want to keep it simple, running it on the server is the safest bet. It prevents exploiters from easily messing with the pet's position and ensures that the game state is consistent for everyone. Just make sure you aren't running the check too frequently, or you'll put unnecessary strain on the server.

Making it look smooth with Tweens

Teleporting is great, but it can be a bit jarring if the pet just "pops" into existence. If you want to get fancy, you can use the TweenService. Instead of instantly setting the CFrame, you can tell the game to smoothly slide the pet from its stuck position to the player's side over the course of maybe 0.2 seconds.

This gives the illusion of high-speed movement rather than a glitchy teleport. It's a tiny bit more code, but it makes the game feel much more "premium." You just define the goal CFrame, set the easing style to something like "Sine" or "Quad," and let Roblox handle the interpolation.

Common mistakes to avoid

One of the biggest mistakes I see is people forgetting to check if the pet actually exists before trying to move it. If a player despawns a pet or it gets destroyed for some reason, and your script tries to teleport it, the whole thing will crash with a "nil value" error. Always wrap your movement logic in a check to make sure the pet and its PrimaryPart are still there.

Another thing is Anchoring. If your pet's parts are anchored, your teleport script will move them, but any other physics-based following logic will break. Usually, you want the pet to be unanchored but held in place by an alignment object (like AlignPosition or AlignOrientation) or handled entirely by the script.

Wrapping things up

At the end of the day, a roblox pet teleport script is one of those foundational bits of code that every simulator dev needs in their toolbox. It's not just about moving a part from point A to point B; it's about making sure the player's experience isn't ruined by a silly physics glitch.

Once you get the basic distance check working, you can start adding all the bells and whistles—particles when they teleport, smooth tweening animations, or even custom sounds. It might seem like a small task, but getting your pets to follow reliably is what separates a janky tech demo from a game people actually want to play for hours. Just keep your code clean, watch your server lag, and your players (and their pets) will thank you.