Getting a roblox studio team spawn script to work properly is usually one of the first big hurdles you'll run into when building a competitive game. It sounds simple on paper—you want the red players to start on the red base and the blue players to start on the blue base—but if you've spent any time in the editor, you know that things rarely just "work" the first time. Sometimes everyone spawns in the same spot, or worse, they spawn in the middle of nowhere because the properties weren't toggled correctly.
If you're tired of your players overlapping on a single spawn point, don't worry. We're going to walk through how to set this up so it actually functions, and we'll look at the scripting side of things to make sure players get assigned to the right teams the second they join the game.
Setting up the Team Service first
Before we even touch a script, we have to make sure Roblox knows that teams actually exist in your game. By default, the "Teams" folder isn't always visible in your Explorer window. If you don't see a folder named Teams near the bottom of your Explorer list (near SoundService or Chat), you'll need to add it.
To do this, just go to the Model tab at the top of Roblox Studio and look for the "Service" icon (it looks like two little gears). Click that, find "Teams" in the list, and hit Insert. Now you've got a place to put your team objects.
Once that folder is there, right-click it and insert two "Team" objects. Let's call them "Red Team" and "Blue Team" just to keep things easy. The most important part here is the TeamColor. Pick a distinct color for each, like "Bright red" and "Bright blue." Remember these colors, because your spawn points and your scripts are going to rely on them to know who goes where.
Configuring the SpawnLocation parts
Now that the teams exist, you need physical places for people to appear. Grab two SpawnLocation objects from the "Model" tab and place them where you want your bases to be.
This is where most people get tripped up. If you just leave the spawns as they are, they'll act as "Neutral" spawns, meaning anyone can land on them regardless of their team. To fix this, click on your Red Team spawn and look at the Properties window.
- Find the Neutral checkbox and uncheck it. This tells the game, "Hey, don't just let anyone spawn here."
- Find the TeamColor property and change it to match the exact color of your "Red Team" object.
- Check the box that says AllowTeamChangeOnTouch if you want people to switch teams by walking over the spawn (though usually, for a serious game, you'll want to keep this off).
Do the exact same thing for the Blue Team spawn, making sure the color matches your blue team object perfectly. If the colors are even slightly off—like using "Navy blue" instead of "Bright blue"—the script and the spawn won't recognize each other, and your players will probably just end up spawning in the sky or at the map's origin point.
Writing the actual team assignment script
Now we get to the fun part: the roblox studio team spawn script. While you can manually set teams, it's much better to have a script that handles it automatically when a player joins. This prevents everyone from being "Neutral" and breaking the spawn logic.
Create a Script (not a LocalScript!) inside ServerScriptService. You can name it "TeamManager" or whatever you like. Here's a simple way to write it:
```lua local Teams = game:GetService("Teams")
game.Players.PlayerAdded:Connect(function(player) -- Let's check how many people are on each team to keep it balanced local redTeam = Teams["Red Team"] local blueTeam = Teams["Blue Team"]
if #redTeam:GetPlayers() <= #blueTeam:GetPlayers() then player.Team = redTeam else player.Team = blueTeam end -- We force a load character to make sure they spawn on the right pad player:LoadCharacter() end) ```
What's happening here is pretty straightforward. Every time a new person joins, the script looks at the number of players on both the Red and Blue teams. It puts the new person on whichever team has fewer players. This keeps your game from ending up as a 10-vs-1 nightmare. The player:LoadCharacter() line is a little trick to make sure they immediately pop up at the correct team's spawn point the moment they finish loading.
Why the "Neutral" property matters
I mentioned this earlier, but it's worth repeating because it's the number one reason a roblox studio team spawn script feels like it's broken. If you have any spawn points in your game that still have the Neutral property checked, the game might prioritize those over your team-specific ones.
Think of a Neutral spawn as a "universal" entrance. If the game sees one, it might just toss a player there because it's the easiest path. If you want a strictly team-based game, none of your spawns should be neutral after the initial lobby. If you have a lobby area where people wait before the game starts, you can have a neutral spawn there, but you'll need to script the transition to the team spawns once the match actually begins.
Handling team changes mid-game
Sometimes you don't just want players to be assigned a team at the start; you might want them to be able to pick one. If you're building a UI with "Join Red" and "Join Blue" buttons, your roblox studio team spawn script logic needs to move into a RemoteEvent.
You would put a RemoteEvent in ReplicatedStorage, and when a player clicks a button on their screen, the server script listens for that event and changes the player.Team property. Just remember: whenever you change a player's team in a script, you should usually call player:LoadCharacter() right after. This "respawns" them, which forces the game to check the SpawnLocations again and put the player on the pad that matches their new color. Without that line, the player will change teams but stay standing exactly where they were, which can be confusing.
Troubleshooting common issues
If you've followed everything and players are still spawning in the wrong place, check these three things:
- Color Consistency: This is the big one. Go to the Teams folder, click your team, and look at the "TeamColor" property. Then go to your SpawnLocation and look at its "TeamColor." They must be identical. Not just "both look green," but both must be "Grime" or "Forest Green" or whatever the specific name is.
- Archivable Property: This is rare, but sometimes if you've copied and pasted spawns from other games, the "Archivable" property might be toggled off, causing weird loading issues.
- Collision and Space: Make sure there's enough room above your spawn point. If you have a low ceiling or something blocking the spawn, Roblox's engine might decide the spawn is "obstructed" and try to find a different place to put the player.
Making it feel more professional
If you want to take your roblox studio team spawn script to the next level, consider adding a "Teams" leaderboard. This is usually built into Roblox, but you can customize it in the "Teams" service properties. You can choose whether to show the team score or just the list of names.
Also, think about what happens when a player leaves. The script I showed you earlier balances teams as people join, but it doesn't account for what happens if three people on the Red team leave at once. For more advanced games, you might want a loop that checks for team balance every time a round starts, rather than just when a player first joins the server.
Setting up teams doesn't have to be a headache. Once you get the hang of how the TeamColor property links the Team object to the SpawnLocation part, you can set up complex maps with dozens of different spawn zones in just a couple of minutes. Just keep an eye on those properties, keep your script simple, and always test with a couple of "Local Server" players in Studio to make sure the auto-balancing works the way you expect!