Rec Room UPDATE - the "Replicated Chips & Guacamole" Edition

Rooms 2

  • Added a "Center Pivot" button in the Quick Action Menu to move the pivot to the center of the current selected object.
  • Fixed an issue with the Replicator that could cause you to get stuck in the "Regenerate" prompt when another player saves the room.
  • Fixed an issue where deleted Replicators could continue to generate chips, and leave them generated in the scene on every save. Too many chips, not enough guacamole.
  • Fixed the Replicator's Spawn Complete output so it will no longer fire before the object is ready to be interacted with by other circuits.
  • Fixed an issue where Regenerating a Replicator that had already made copies with object boards could cause all of the circuits in new objects to not function.

Avatars

  • When you're on an avatar item page for an item you've already bought, you'll now have the option to equip that item!
  • We updated the "Custom Shirts" button in the dorm mirror to say "Custom Items".
  • Fixed a rare issue where avatars would sometimes load as invisible. We see you!
  • Fixed a bug where you couldn't see a player's head scale update while in the same room as them.

Rec Room Studio

  • Fixed room error detection to flag dependencies on the "RR Avatar Rendering Systems" package as errors, so you get the errors detected before you upload and try to build the room. NOTE: If you want to use assets from that package in your room, feel free to make duplicate copies of those assets in your assets folder. Just don't use them directly out of the package!
  • Avatar item tags can now be added directly in the avatar item settings page within Avatar Studio.

General Improvements & Bug Fixes

  • Fixed an issue where some players with a huge number of friends were having issues with the title screen, so we've hidden the 'online friends' title screen for those people to improve performance. Hey, why did the mushroom have so many friends? He was a FUNGI.
  • Made some improvements to search and fixed an issue where certain tags wouldn't show when searching them.
  • Fixed an issue where selecting an Object to Pool sometimes would show blank and off-center entries in the list of options.
  • Fixed an issue where some Holotars in My Little Monsters would be wearing "update your game" shirts (we told them to update their game and they did.)
  • Fixed an issue where your controls will lock up if you are respawned multiple times before you finish spawning. You can finally be set free!
  • Fixed an issue with gift boxes not opening properly. Now they should, happy birthday!
  • Fixed an issue where Stunt Runner boards will lock your controls if you enable "Respawn on Game Start" in the Game Rules.
  • Fixed an issue where the Variable Changed event for a synced Player Variable will not return the player.
  • Fixed an issue where the Variable Changed event for a synced Rec Room Object Variable will not return the object.

Experiments

  • Started an experiment that adds "Party Cards" to the online friends carousel. Try using it to reconnect with your party friends more easily!

Please see here for convenient links to controls, tutorials, comfort options, news, and more: https://rec.net/creator

We love to hear your feedback, so please don't hesitate to let us know what you think using the Creator Forum here: https://forum.rec.net/

Rec Room UPDATE - the "You Might Wanna Sit Down For This" Edition

Rooms 2

  • Resetting an object will now reset any variables inside its object board.
  • Fixed an issue when you edit out of a Tube or Ribbon, you wouldn't be able to select another object.

Rec Room Studio

  • You can now configure seats! Where you fits you sits.

General Improvements & Bug Fixes

  • Fixed a bug where the watch wouldn't close in VR, even when you turn your wrist away.
  • Fixed an issue where using Delete Everything would make various menus and your maker pen unusable in both Rooms 1 and Rooms 2.
  • Fixed an issue where recently used Circuits chips wouldn't show up at the top of the Palette search menu when the search box is empty.
  • Fixed a bug where the announcement page after publishing an invention would automatically close. Maybe we weren't done reading that, y'know?
  • Fixed the Maker Pen Tutorial missing the Plan prop step. This prevented the tutorial from advancing to the tools steps, so now you can actually finish the tutorial.
  • Fixed a bug where Rooms 1 Storefronts couldn't display custom avatar item images properly.
  • Fixed an issue where the invention save dialog wouldn't update.
  • Fixed an issue with clone drag stopping due to issues with chips.
  • Fixed a bug where you wouldn't be able to gift something after clicking "Give as Gift". So now you can bring someone a birthday gift on their birthday to their birthday party on their birthday with a birthday gift.

Please see here for convenient links to controls, tutorials, comfort options, news, and more: https://rec.net/creator

We love to hear your feedback, so please don't hesitate to let us know what you think using the Creator Forum here: https://forum.rec.net/

Rec Room UPDATE - the "Road to Rooms 2" Edition

TLDR

  • Rooms 2.0 has some serious updates, with new tools for managing your hierarchies and objects faster and easier!
  • More additions to ranged weapons!
  • Expanded Rec Room Studio access to more eligible creators!

Rooms 2

  • We've added a few new menus to help with managing Object Hierarchies in Rooms 2.
  • Connect Widget: When selecting a non-circuit object, a connection icon will appear on the right of the selection (or below it if the selection is large). You can drag this icon to another object to parent the selection to that object. Or you can tap or click the icon to quickly edit in and out of objects, group and ungroup objects, move objects to the room level, and copy and paste objects across hierarchies.
  • Object Widget: When selecting any object, a nameplate will appear. You can select the name like a shortcut to the 2D hierarchy menu, or the "..." to access the Quick Action Menu for familiar options like configure.
  • New shapes can now exist directly at the Room Level or within Gizmos, eliminating the need for automatic container creation.
  • We've added some features that allow you to control if the room is "edit-ready" and ready for creation. Rooms will now load as edit-ready for Creators by default, and you can specify how you want edit-ready rooms to load for other players in your subroom settings. You can also visit the "This Room" page to know if your current room instance is edit-ready!
  • You are now able to save up to 50 updates to Rooms 2 inventions. While you have a Maker Pen selection, use the "Save Invention Update" in the quick action menu to add a new version to an existing invention. Use the "Version" dropdown on the Invention Details page to pick which version you want to spawn.
  • There is now a limit of 150 Replicator copies that can be Pre-Allocated across all Replicators in a Room to prevent loading timeouts. If a Room's total Preallocated Copies is above this number, only the maximum number of copies will be generated.
  • You can now mark your custom Object Properties as synchronized, so everyone in the room sees the same value for that property!
  • 'Enable Pivot Select' and 'Disable Pivot Selection' options will now affect 'MakerPen drag select'.
  • New objects spawned will no longer be grabbable by default.
  • Now the Unsaved Animation controller animating in a loop will continue when another player joins the room.
  • Replicated objects will no longer pop to the origin when reset.
  • Fixed an issue where a Replicator created through Cloning or Invention wouldn't properly replicate its circuits.
  • Fixed an issue where deleting objects in Advanced Creation Mode would create problems with the hierarchy menu.
  • Fixed an issue where you couldn't recolor certain shapes.

Rec Room Studio

  • We've expanded RRS access to 50% of eligible creators! Click HERE to see if you got access. We plan to get access out to all users very soon.
  • Improved Inspector performance when Studio Functions are super lengthy.
  • Changing the target of a Studio Function instruction will now preserve the method and arguments even when the previous target had been destroyed.
  • Adding new instructions to a Studio Function will now duplicate the content of the previous instruction.
  • Added more base settings in RRStudio for objects in R1 rooms!

Ranged Weapons

  • Added new config options to Ranged Weapon Props. Not all weapons will support all of these options.

    • Infinite Ammo (boolean)
    • Default Total Ammunition (integer)
    • Use Ammunition Magazine (boolean)
    • Ammunition Magazine Size (integer)
    • Reset on Ammunition Exhaustion (boolean)
  • Added new Ranged Weapon Prop nodes into beta. Similar to the new config options, these will only work on certain weapons.

    • Ranged Weapon Prop Get Default Total Ammunition
    • Ranged Weapon Prop Get Ammunition
    • Ranged Weapon Prop Reset Current Ammunition
    • Ranged Weapon Prop Set Current Magazine Ammunition
    • Ranged Weapon Prop Set Uses Magazine
    • Ranged Weapon Prop Set Infinite Ammunition
    • Ranged Weapon Prop Set Magazine Capacity
    • Ranged Weapon Prop Set Total Ammunition
  • Added new "Ammunition Changed" Event to Ranged Weapon Props

General Improvements & Bug Fixes

  • Added a smart suggestion feature to Circuits. Select and drag out of the desired port on a circuit, hold the selection in an empty space for a few seconds, and then select or search for recently used circuits in the smart circuit menu.
  • Added a subroom level toggle to enable/disable Beacons.
  • Inventions that were saved with world position from the dorm can now be spawned at the same world position in any room.
  • Fixed a bug where a rare timing issue was causing all Object Boards in a Room Instance to become destroyed.
  • Fixed a soft lock issue when opening the watch store from the navigation bar.
  • Fixed an issue with aim-assist support in UGC rooms for provided weapons.
  • Localized text fixes for the "New" data token on room cards.
  • Player boards will now clear values off of all output ports when they are bound to a player.
  • Fixed a logout issue.

Experiments

  • We're trying out some upgrades to melee weapons on Screens to make them more reliable, consistent, and fun
    • Removed slowdown while charging an attack (just like Swing Handle, and VR)
    • Reduced movement boost while executing charged attacks
    • Charge attack input is faster in most cases
    • Repeated attack inputs are more reliable to chain together
    • Can now hold wave button with a sword to block attacks (so it's possible to do while dual wielding for all controls)
    • Third person swing is more accurate to the reticle / nearby enemies
    • Third person screen shake is reduced (since the added camera distance exaggerates it a lot)

Please see here for convenient links to controls, tutorials, comfort options, news, and more: https://rec.net/creator

We love to hear your feedback, so please don't hesitate to let us know what you think using the Creator Forum here: https://forum.rec.net/

Rec Room PATCH - the "First of the Year" Edition

TLDR

  • Added more configurable objects to RRStudio
  • Visual bug fixes and efficiency updates
  • Seasons are changing, RIP winter app icon :,(

Rooms 2

  • Added text filter when choosing the Object to Pool for a Replicator.
  • You are now able to save updates to Rooms 2 inventions. While you have a Maker Pen selection, use the "Save Invention Update" command in the quick action menu to add a new version to an existing invention. Use the "Version" dropdown on the Invention Details page to pick which version you want to spawn. You'll be able to save up to 50 versions of each invention.

Rec Room Studio

  • The following objects are now configurable in RRStudio!

    • Audio Sampler, Rotator Gizmo, Piston Gizmo, Respawn Point V1, Respawn Point V2, SFX, Holotar Projector V1
    • Object Tags are now configurable in RRStudio!

    General Improvements & Bug Fixes

    • Made a small change to make the room search experience quicker.
    • Notification cards now make more efficient use of space.
    • Restricted the usage of beacons and their visibility when in drawing and anchored studio canvas mode.
    • Fixed a bug where hair and beard previews weren't updating correctly.
    • Fixed a bug where costumes appeared with no pants/shoes. Sorry, Donald Duck impersonators!
    • Fixed a bug with PSVR comfort mode rendering errors.
    • Fixed a bug that would unintentionally change your body type while creating a new account.
    • Fixed some edge cases where third person mode could not interact with certain objects reliably.
    • Reduced hitching when pushing updated Player Definition Boards
    • Upgraded scrolling in the Maker Pen palette by improving page buttons, making it easier and faster to browse and find exactly what you need
    • Fixed a bug where beacons occasionally will not show up if directly joining a partied friend's room.
    • The event creation page will now validate your event's date and time as you set it. RIP, "Longest event ever!!!1!" events.
    • Bye bye wintery app icon, my Shayla :,(

    Experiments

    • We are going to launch an experiment to disable the "Use Classic Bean" option for some players again. We've put a lot more work into updating the animations and feel of the new beans to closely match the classic beans, and we want this round of feedback before disabling it for all players in a future update.

    Please see here for convenient links to controls, tutorials, comfort options, news, and more: https://rec.net/creator

    We love to hear your feedback, so please don't hesitate to let us know what you think using the Creator Forum here: https://forum.rec.net/

Rec Room UPDATE - the "First of the Year" Edition

TLDR

  • Inventory Items, Room Offers, and Rewards are now part of Inventions!
  • SO MANY updates, fixes, and customization for ranged weapons.
  • Object Properties have been added in beta!
  • We added "In-Room Voice Privacy Settings" for who you hear AND who hears you!
  • More updates and fixes for FBA and upgraded bean avatars.
  • You may have seen some of these notes in our patches - and that's intentional! Since some platforms only get major updates, we want to make sure they know what's new too.

Avatars

  • We updated our hat placement logic a bit. Hats will now rotate and offset better- unfortunately, this may have moved your hats around, Sorry!
  • Bean avatars can now try on pants and shoes in the watch store without switching to full body first.
  • You'll now slide in the direction you're moving, instead of being based on your input.
  • Your upgraded bean avatar found its balance and now stands up straight!
  • The upgraded bean also got some small updates to animations while moving around.
  • Fixed an issue where left and right hands picked things up differently - now it's the same!
  • Fixed a bug where you couldn't scale upgraded bean avatars' facial features all the way up or down.
  • Fixed a bug where the bottom half of a specific eye type could begin clipping through part of your mouth. Yucka.

Rooms 2

  • Inventory Items, Room Offers, and Rewards now function as part of Inventions! Any new inventions that are saved in a room with chips that reference a specific Inventory Item, Room Offer, or Reward will bake that information into the Invention. When the Invention is spawned in a Room that does not have that content, it will create a new respective piece of content in that Room!
  • Fixed an issue where frozen props inside a container could prevent you from using the Move, Rotate, Scale, Manipulate, or Delete tools on it.
  • You can now delete frozen objects using the advanced creation mode hierarchy!
  • Updated the invention palette tab to use carousels.
  • Made resetting objects work as expected.
  • Resetting objects now resets their children, if they have any.
  • Resetting objects now resets any properties applied by circuits.
  • Resetting objects now resets any tags changed by circuits.
  • Fixed a bug where some objects imported from Rooms 1 inventions would lose their object boards. (This won't fix objects that this already happened to, unfortunately - you'll need to re-spawn the invention to get a new, not-broken copy.)
  • Fixed a bug where using the Connect tool to re-parent to an object which was already selected could break the Circuits hierarchy.
  • Changed invention previews so they are no longer physical.
  • "Toggle Button Set Is Pressed" chips are now working!
  • Fixed a bug where the active Sun Direction component would be ignored when you join a room.
  • MakerPen Clone operation will work now if the pivot is selected.
  • Fixed the error message when cloning and copying pivot.
  • Added the Showcase Poster.

Replicator

  • Replicators will now assign authority of the object that they spawn to the player who used the Replicator Spawn Next Object Chip. This solves some issues with players other than the room authority correctly positioning spawned objects.
  • The amount of chips that can be added to Replicators and Player Definition Boards is now limited by memory usage.
  • Studio objects that have been replicated will no longer leave spooky ghosts inside a trigger volume when they are returned to the replicator.
  • Fixed an issue where having a Replicator with a positive number of Preallocated Copies but no Target Object could cause a room to fail to load.
  • Replicated objects with Handles will now no longer take your hand with them to the great beyond when returned to the replicator.

Circuits

  • Added Object Properties in beta! These allow you to store values on any object with an Object Board by configuring a name and type. New chips to get, set, and check for the presence of each unique property will be added to the palette. Like variables, Object Properties can be synced or unsynced, and come with 'On Changed' events that fire when the value has been modified!
  • Added the Player Left Hand Is Pointing and Player Right Hand Is Pointing chips in beta.
  • Fixed a bug that you can not configure the sample audio chip properly in ACM.
  • Fixed Object Misaligned with the Cursor And Self-Surface Snapping in ACM on Surface Snapping Mode.
  • Improved performance of Chip cloning and of inventions containing Chips.
  • Fixed a bug where the wrong Circuits chips would be visible/invisible after using the Hierarchy window to jump around between levels.
  • Fixed "On Changed" events not firing for synced variables defined inside a Player Definition Board.
  • Fixed a bug where some ports wouldn't properly update their type if a connected object board was removed.

General Improvements & Bug Fixes

  • The "Voices I Can Hear" settings have been replaced with an "In-Room Voice Privacy" slider that affects who you hear but also who hears YOU in the Room. We also reordered the slider so random party members don't get the most intimate position on the slider. Note that Voice Calls aren't affected by this.
  • VR players' beacon game is on point! No, literally - next time you're in a party or on a team in an RRO, point and press your controller's main trigger. You'll drop a beacon at the location the laser beam touches!
  • Added quick chat for everyone, including juniors!
  • You can now use that sniper scope again while prone!
  • Added a new volume slider to the Audio settings page that controls the volume of Party Voice Calls separately from other Room voices.
  • You will now open straight to party chat if you open chat and are in a party. Makes sense, right?
  • Added better visibility for rooms that require a version update.
  • The reaction wheel is now even snappier!
  • Place now only affects specific maker Shapes and not Tools+.
  • A lot of players were not seeing the "Supports Juniors" toggle and accidentally leaving it on for rooms that weren't Junior-appropriate. To improve this flow we're making some changes:
* Say goodbye to the "Supports Juniors" button in Room Settings > Moderation. The new hotness is "Age Rating" selection in the main Room Settings area!
 * You now have to pick an Age Rating (All Ages or 13+) before publishing a room. You'll get a helpful popup if you try to publish without selecting an option!
  * Existing rooms that kept their "Supports Juniors" toggle to the default value will see no option selected for "Age Rating", but will still support junior players for now. But you should pick an Age Rating anyway, so we know you mean it!
  
  - Added home menu notifications to Nintendo Switch(tm).
  - Fixed an issue with Auto Fire in The Rise of Jumbotron.
  - Fixed a significant hitching problem for Quest 2 and Quest 3 players using Meta Link PCVR. Players should no longer experience hitches during longer play sessions!
  - Fixed a bug where the "Join Room" button could be disabled if you canceled inviting friends to join a room with you.
  - Fixed a bug where room instances might become un-joinable if you edited a bunch of Circuits.
  - Fixed a bug that prevented players from talking in Party Voice Call during loading screens.
  - Fixed a bug where unowned items are unlocked when entering the portfolio of another player who wears those items.
  - Fixed a bug where the Flintlock wouldn't show the highlight beacon.
  - Disabled Selection Bounds Rendering when MakerPen is dropped.
  - Fixed a bug where a handle might become unable to be picked up.
  - Fixed a bug where players with a large number of owned Avatar Items could not access said owned items.
  - Fixed a potential issue with longer play sessions getting logged out on Nintendo Switch(tm).
  - Fixed "nada, no rooms found" overlapping room search results when browsing by category.
  - Fixed a bug that was causing the title screen to skip over the 'new account' page.
  - Updated UI Elements in the Influencer Support Code flow. Also fixed a typo.
  - Fixed an issue where players would crash when browsing carousels in the store.
  - Fixed an issue where the quick action menu would not appear after your selection changes in R1.
  - Crashes are becoming less common thanks to a number of fixes!
  - Updated meetup code UI.
  - Now players with all room roles have access to view the Permissions tab in room settings!
  - Fixed blindingly light instruction text in the Room Loading Screen settings.
  
  ## Ranged Weapon Updates
  
  - Customize ranged weapon prop behavior: Lots of new options to configure ranged weapon props in various new ways. Want to make the laser tag shotguns more accurate? Go for it!
    - New options for ranged weapon props! All of these can either be configured with CV2 chips, or directly via the config menu of the gun. This brings a level of control similar to what you already have for Gun Handle and Projectile Launcher-based weapons to our weapons in the maker pen palette.
    
        * Accuracy - affects both the spread of bullets (like from a shotgun) and the accuracy with which screens players fire.
            * Recoil - affects recoil on screens and controller haptics on VR.
                * Projectile Speed.
                    * Projectile Lifetime.
                        * Projectile Impact Force - Modify how strongly shooting a physical object will move it.
                            * Projectile Gravity.
                                * Sound Enabled.
                                    * Manual & Automatic Fire Rate.
                                    
                                      - While Projectile Launchers could previously have customized sound and gravity in their config menu, we did not have chips for them before. The new chips that let you control sound and gravity for our ranged weapon props will work for projectile launchers too.
                                        - Not all new properties will be available for all weapons. If you want full control you can still use custom weapons with gun handles + projectile launchers, but we at least wanted to give creators more control over the weapons that we have. For example, you cannot use these new properties to make a paintball pistol have automatic fire.
                                          - Gun Handles can now be configured to have a "Center" reticle option.
                                          - Other CV2 features: New chips to check whether a weapon is on cooldown (meaning the gun is unable to shoot due to fire rate) or reloading.
                                          - Various Ranged Weapon & Projectile Launcher bugfixes:
                                          
                                            * Reduce scenarios for players accidentally shooting themselves with weapons made from a Projectile Launcher and a Handle of some sort. This can be reenabled with the "Can Hit Player Holding Tool" setting if you're trying to use projectile launchers for some weird purpose that needs this.
                                              * Fixed issues where projectile launchers hooked up to a gun handle with automatic fire wouldn't actually fire as fast as circuits told them to. The max fire rate of projectile launchers has been raised from 15 to 30 (in addition to some under the hood changes to account for the fact that it wasn't actually previously reaching its max fire rate). By default, this will only affect new projectile launchers for backwards compatibility reasons. To update your old ones to use this fix, configure them with the maker pen and disable the "Use Legacy Projectile Throttling" setting.
                                                * When hovering over a CV2 port of type Projectile Launcher, you should now see the object's name like normal.
                                                  * Fixed a bug where From Creation Object could say its result was valid with the Is Valid chip when the output type was Projectile Launcher but a Ranged Weapon Prop was passed in, even though passing it into projectile launcher chips would give invalid errors.
                                                    * Bullets shot from a projectile launcher clamped to a gun handle will now explode paintball mines like regular bullets do.
                                                      * Fixed a bug where running Ranged Weapon CV2 chips on certain not-yet-supported ranged weapons broke circuits execution without a CV2 error - these will now log a warning but continue execution.
                                                        * Fixed a bug where the Rec Room Object Reset chip didn't properly reset all Ranged Weapon/Projectile Launcher configurable fields.
                                                        
                                                        - List of all new ranged weapon chips: (*Note: anything prefixed with "Ranged Weapon Prop" works only on our existing maker pen palette weapons, but similar functionality should already exist on either Projectile Launchers or Gun Handles. Anything prefixed with just "Ranged Weapon" can work either for our existing weapons or for Projectile Launchers too.*)
                                                        
                                                          * Ranged Weapon Prop Get Is On Cooldown.
                                                            * Ranged Weapon Prop Get Is Reloading.
                                                              * Ranged Weapon Prop Get/Set Projectile Impact Force Multiplier.
                                                                * Ranged Weapon Prop Get/Set Projectile Spread Multiplier.
                                                                  * Ranged Weapon Prop Get/Set Recoil Intensity Multiplier.
                                                                    * Ranged Weapon Prop Get/Set Rate of Fire.
                                                                      * Ranged Weapon Get/Set Projectile Gravity Enabled.
                                                                        * Ranged Weapon Get/Set Sound Enabled.
                                                                          * Ranged Weapon Get/Set Projectile Lifetime (renamed from Projectile Launcher Get/Set Projectile Lifetime).
                                                                            * Ranged Weapon Get/Set Projectile Speed (renamed from Projectile Launcher Get/Set Projectile Speed).
                                                                            
                                                                            ## Dodgeball
                                                                            
                                                                            - Changed Dodgeball to count outs only on the player that was hit (finally, no more catch-outs!)
                                                                            - Dodgeballs no longer count as out when they hit another player.
                                                                            
                                                                            ## Rec Room Studio
                                                                            
                                                                            - You can now configure mood chips!
                                                                            - Object boards are now configurable!
                                                                            - Fixed a bug where Rec Net Image components could cause the game to crash when used in a Unity Button.
                                                                            - Fixed a bug where the Sun Constant and Sun Direction chips could not be used to change the sun.
                                                                            - It is now possible to select and preview SFX, Music, and Ambience audio tracks.
                                                                            - Removed the cause of StackOverflow when multi-selecting with a dropdown.
                                                                            
                                                                            ## Experiments
                                                                            
                                                                            - On Screens, we have released an experiment which improves the Place feature in several ways:
                                                                            
                                                                             * The object will now be maintained on the player Y axis when moved up and down.
                                                                              * There's now a yellow outline indicating if the object is overlapping with other collisions in the world while being placed.
                                                                              
                                                                              - Updates to the visual appearance of room cards across the pages of the Watch to show a "new" tag for rooms first published in the last month.
                                                                              - Starting an experiment that adds a new "Best Popular Match" card to the Rooms Search page to allow players to go to a room related to their search that is most likely to have other players to play with.
                                                                              - Some players will now be able to find events in the play menu!
                                                                              - Experiment to add a new feedback survey at the end of Party Voice Calls.
                                                                              - Adding a banner to shoes/bottoms tabs for experiment and design feedback.
                                                                              - We are going to launch an experiment with Nintendo Switch(tm) performance improvements that decrease your loading times. If all goes well, everyone will get the improvements!
                                                                              
                                                                              
                                                                              
                                                                              Please see here for convenient links to controls, tutorials, comfort options, news, and more:
                                                                              https://rec.net/creator
                                                                              
                                                                              We love to hear your feedback, so please don't hesitate to let us know what you think using the new Creator Forum here: https://forum.rec.net/

Rec Room PATCH - the "Last of the Year" Edition

TLDR

  • Some avatar body updates, bug fixes, and a small movement update... plus toes!
  • We added beacons so you can now ping locations and communicate even quicker.
  • Winter Wonderland is here! Celebrate the holiday season with us in ^WinterWonderland.
  • This is our last update of the year! Thanks for being part of our community, this has been an amazing year and it's all because of you. Happy holidays and we'll be right back here with updates in a few weeks!

Avatars

  • Improvements to existing culling groups and new avatar body models: futureproofing for new culling groups, improved hand deformation for bean avatars, and even toes for full body avatars!
  • Bean avatars can now try on pants and shoes in the watch store!
  • Your new bean avatar found its balance and now stands up straight!
  • The new bean also got some small updates to animations while moving around.
  • You'll now slide in the direction you're moving, instead of being based on your input.
  • Fixed a bug where the bottom half of a specific eye type could begin clipping through part of your mouth. Yucka.

Rooms 2

  • Fixed an issue where frozen props inside a container could prevent you from using the Move, Rotate, Scale, Manipulate, or Delete tools on it
  • You can now delete frozen objects using the advanced creation mode hierarchy!

General Improvements & Bug Fixes

  • VR players' beacon game is on point! No, literally - next time you're in a party or on a team in an RRO, point and press your controller's main trigger. You'll drop a beacon at the location the laser beam touches!
  • Added quick chat for everyone!
  • Changed the mobile app icon to something a little more chill.
  • Added a new volume slider to the Audio settings page that controls the volume of Party Voice Calls separately from other Room voices.
  • You will now open straight to party chat if you open chat and are in a party. Makes sense, right?
  • Added better visibility for rooms that require a version update.
  • The reaction wheel is now even snappier!
  • Fixed a bug where the "Join Room" button could be disabled if you canceled inviting friends to join a room with you.
  • Fixed a bug that prevented players from talking in Party Voice Call during loading screens.
  • Fixed a bug where unowned items are unlocked when entering the portfolio of another player who wears those items.
  • Fixed a bug where players with a large number of owned Avatar Items could not access said owned items.
  • Fixed "nada, no rooms found" overlapping room search results when browsing by category.
  • Fixed a bug that was causing the title screen to skip over the 'new account' page.
  • Updated UI Elements in the Influencer Support Code flow. Also fixed a typo.
  • Fixed an issue where players would crash when browsing carousels in the store.
  • Updated meetup code UI.
  • Now players with all room roles have access to view the Permissions tab in room settings!
  • Removed the cause of StackOverflow when multi-selecting with a dropdown in RRStudio.

Rec Room Studio

  • You can now configure mood chips!

Experiments

  • On Screens, we have released an experiment which improves the Place feature in several ways:
  • The object will now be maintained on the player Y axis when moved up and down.
  • There's now a yellow outline indicating if the object is overlapping with other collisions in the world while being placed.
  • Updates to the visual appearance of room cards across the pages of the Watch to show a "new" tag for rooms first published in the last month.
  • Starting an experiment that adds a new "Best Popular Match" card to the Rooms Search page to allow players to go to a room related to their search that is most likely to have other players to play with.
  • Some players will now be able to find events in the play menu!
  • Experiment to add a new feedback survey at the end of Party Voice Calls.
  • Adding a banner to shoes/bottoms tabs for experiment and design feedback.

Please see here for convenient links to controls, tutorials, comfort options, news, and more: https://rec.net/creator

We love to hear your feedback, so please don't hesitate to let us know what you think using the new Creator Forum here: https://forum.rec.net/

Rec Room UPDATE - the "The Big One" Edition

Rec Room UPDATE - the “The Big One” Edition

TLDR

  • Crescendo will be available on Mobile and Quest very soon!
  • Double shot is back!
  • A bajillion new chips (widdewawy) and a Smart Circuits recommendation system!
  • Bonky’s Inferno is now available to play and to copy!
  • This is our first Major Update and first update on Nintendo Switch™, we’ve added some performance-improving fixes. Try them out and say hi to all our new friends!

Avatars (featuring special guest, Locomotion!)

  • You can finally adjust the hat position of all of your favorite hats with Full Body Avatars! As part of this update, we also fixed the bug so you can "Use Legacy Position" once again for Full Body Avatars (and eventually for the floating bean) ;)
  • We increased the ranges for your mouth, eyes and nose placement for even more customization!
  • Tweaked the way upgraded bean eyes are mapped from classic bean outfits.
  • We’ve been having an issue with blue Full Body items, which have been fixed. Now you’ll no longer be blue (da ba dee da ba di)
  • Fixed the reflection on the S.glitch Astronaut helmet.
  • New locomotion chips: Player Get Is Standing, Request Balance Animation, Player Get Is Balancing, Local Player Set Animation Param Balance, and Request Stop Avatar Locomotion Animation
  • New locomotion events: On Stand Stopped, On Slide Stopped, On Balancing Started, On Balancing Stopped
  • Fixed animation issue when modifying steering values and using FBA in third-person.
  • Request Slide now has a Min Duration so you can change how long slides last. It also supports infinite slides and changing the request parameters via a second request while sliding.

Circuits

  • Added MakerPen Smart Circuits, a dialog accessible from the Connect Tool that recommends certain chips based on the port you drag from. A search bar is also available to find specific chips from the chip library without having to access the Maker Pen palette.
  • Added the ability to double-select a line in the logging console and teleport to the source chip.
  • Added search bars to more config menus for various nodes.
  • Added "Max Speed" and "Acceleration Duration" ports to the Locomotion Request Wall Climb Start chip, which allows you to control how quickly players climb! Ascend (or descend) to new heights more quickly!
  • Added a new Vector3 Angle node which calculates the angle between two Vector3s.
  • Added the Vector3 Mask chip, which lets you keep or zero out values by dimension in a Vector3.
  • Added the FormatValue chip! You can now use C# format operators to format integer, float, and string values!
  • Added New Outfit Tag chips, Player Get Equipped Avatar Item Tags and Player Outfit Slot Flag Constant! We’ll have a developer blog on how to use these coming soon on rec.net!
  • Added a new Vertical Cylinder Contains Point chip, it checks whether a given point is inside a Vertical Cylinder or not.
  • Added a new AABB Contains Point chip, which checks whether a given point is inside an Axis-Aligned Bounding Box (AABB) or not.
  • Added a new If Is Valid chip that combines the "If" and "Is Valid" chips, making it easier and more convenient to check if something is valid. We used it on ourselves - it said Valid B)
  • Added Player Left/Right Hand Is Closed chips to detect if a player's hand is closed in circuits.
  • Added a CV2 chip to get a Room Offer by Name.
  • Added a new chip in beta that lets you adjust the field-of-view (FOV)! Friendly reminder that this chip is currently in beta and the limits for the chip may change as we tune things!
  • Added Closest Point On Line Segment & Closest Point On Line, Audio Player Get Current Volume, and Player Get Is AFK chips in beta.
  • Rounded out our rounding chipset with a couple of new entries: Round To Decimal Place and Truncate To Decimal Place.
  • Fixed a bug where you could get stuck for a very long time "waiting for a Circuits snapshot," and therefore couldn't edit Circuits in a room.
  • Fixed the Go To Room chip not working when the target is not the local player.
  • Fixed the Bug where the Equipment Slot Emphasize chip could fail if executed too quickly.
  • Fixed a bug that caused Room corruption after changing the type of a Data Table column when there were chips that referenced that column in the room.

Rooms 2

  • Fixed a bug where VR players would sometimes be sent to their dorm when saving the room. You wouldn't believe us if we told you what the problem was. Seriously.
  • Fixed a bug which could cause large objects to rotate a little bit after a Room was saved. We think this bug may have friends... keep your eyes peeled and let us know if you see similar behavior!
  • Fixed a bug that would sometimes cause objects to fly all over the place when a Room was loaded. We informed Facilities - they assure us that they've bolted everything down.
  • Replicator Returned Objects and Target Objects will no longer be included in results from tag query chips (ie Get First With Tag, Get All With Tag).
  • R2 Beta Blocker Bug Fixes
  • Editing now works on Animation gizmos.
  • The Numeric field with +/- buttons now has correct icons.
  • Added type filtering to property list in Event Definition.
  • Fixed a bug where different people wouldn't agree on the scale of small objects. How small is 'small', really? Well, now you'll be able to see for sure!
  • Fixed an error where inventions with chips in R2 could not be selected.
  • Fixed a bug where shapes would sometimes appear with the wrong scale when joining a Room.
  • Fixed inconsistent scaling behavior when scaling multiple shapes simultaneously.
  • Improved tube scaling behavior to be more consistent.
  • Fixed a bug where the Projectile Launcher couldn’t hit players.
  • Fixed an issue where Room Sun Modify's Blend Time input wouldn't work.

General Improvements & Bug Fixes

  • Crescendo will soon be available on Mobile and Quest platforms! (Yes, we also fixed a few things on the Switch version too!)
  • Added occlusion culling, and optimized lighting for mobile. Yay, more frames!
  • Fixed a bug where the mirror kept shooting every second once fired. Everybody knows that the boss fight was too easy, right?
  • Re-added the Dracula bat animation. Now you know who's who.
  • Fixed an issue in Garden of Sorrows where the whip would not work in a specific spot.
  • Double Shot has returned for the bow!!! We worked on a fix for the longbow to allow Double Shot while still preventing infinite shot and have added it back. Shoutout to Boethiah for helping us bring this back and helping us get it right. Note that RecRoyale still won’t have Double Shot, like always.
  • Added “Place”, a new way to interact with objects! Now you can pick up and place objects with precision on screens, instead of dropping or yeeting them across the room.
  • Added a new option to choose if other players in the Room are muted and/or if you are muted to them while in a Voice Call.
  • The Voice Call icon in player nametags now changes to indicate if they are in your call or not, as opposed to just any call.
  • Some of the RRO rooms would cause an full body avatar or upgraded bean to look like it was animating at double speed on Nintendo Switch™. It did look pretty funny, but if you’re reading this it’s already been patched.
  • The addressable world is now 2 millimeters smaller in every direction. Reductio ad absurdum, the Roomiverse is a singularity in 16 million years (a few hundred millennia).
  • Adjusted the language of the notice you’d get regarding RR+ already being on another Rec Room account.
  • Fixed an issue accepting game invites from your phone's notification screen.
  • Fixed some jitters while using Share Camera selfie on Screens, and performance issues when using the Share Camera's settings.
  • Fixed a bug where the Manipulate Tool would scale both ends of a shape if the anchor setting was turned on.
  • Fixed an issue some players had when leaving R1 Rooms with spotlights.
  • Fixed an issue where Circuits were breaking spawner gadgets.
  • Fixed a bug that made it so the bow and goblin wand could be grabbed off center when passing between hands.
  • Fixed an issue where VR players could not reposition items when passing between hands. Enjoy your new Extendo arms!
  • Fixed several issues with viewing other players' outfit items on their profile page.

Rec Room Studio

  • Added support for cloning RRS Rooms!
  • The new Material Conversion window assists you in converting third-party materials to render properly in Rec Room.
  • Added a dropdown menu to select age range settings for your Room.
  • Fixed an issue where Terrain with details (e.g. trees) would render those details in magenta when played in Rec Room.

Experiments

  • We're trying out different tunings for the distance and volume at which voice calls activate. Let us know what you think!
  • Started an experiment that will autofocus the search bar when you navigate to the player search page to allow immediate typing.
  • Started an experiment where new users will see the categories page on the bulletin board in their dorm after completing orientation, or until they click the "show me all rooms!" button.

Please see here for convenient links to controls, tutorials, comfort options, news, and more: https://rec.net/creator

We love to hear your feedback, so please don't hesitate to let us know what you think using the new Creator Forum here: https://forum.rec.net/

Rec Room PATCH - the "Little Wonders" Edition

Beacons

  • Have you ever needed to point something out to a friend, or ping strategic points in Paintball? Beacons are now the answer! Beacons are only visible to members of your party and/or team. Double-tap the screen on mobile, double-press the right bumper on controllers, or middle-click on PC while playing in a Party or Team to use beacons! All non-VR players have access to this feature right now, and VR access is coming soon!

General Improvements & Bug Fixes

  • For VR players using grid snapping, twisting your arm while you're drawing a ribbon or tube no longer twists them, removing those strange twists and turns of shapes that randomly showed up.
  • Fixed an issue some players were having when accepting game invites from their phone's notification screen.
  • Fixed a bug that required you to reselect a player to gift when gifting through someone's wishlist.
  • Fixed a bug where room instances might become unjoinable if you edited a bunch of Circuits.
  • Fix a bug where unowned items are unlocked when entering the portfolio of another player who wears those items.

Mobile Home

  • Enabled Landscape Mode for Mobile Home
  • Added better indicators of Rooms that require a version update.

Experiments

  • Previously, we experimented with providing a feature to precisely Place Rooms 1.0 shapes set to Decoration or Environment on Screens. Now, we're continuing that experiment with other objects that have physics like weapons, food, dodgeballs, etc. Thanks to all the great feedback so far we've been continuing to iterate on this feature, so please continue to let us know what you think!
  • We'll soon be experimenting with controller controls on the watch menu. You will be able to use the L and R shoulder buttons to highlight the desired tab, then wait a second for the page to switch over. Let us know what you think!

Please see here for convenient links to controls, tutorials, comfort options, news, and more: https://rec.net/creator

We love to hear your feedback, so please don't hesitate to let us know what you think using the new Creator Forum here: https://forum.rec.net/

Rec Room PATCH - the "Place Precisely" Edition

General Improvements & Bug Fixes

  • Added "Place", a new way to interact with objects! Now you can pick up and place objects with precision on screens, instead of dropping or yeeting them across the room.
  • Fixed an issue with notifications disappearing once you've interacted with them. We're busting ghost (notifications) this spooky season B)
  • We fixed an issue with the FBA version of the Dirt Bike Chest Protector - should show up the correct color now!
  • Fixed several issues with viewing players' outfits on their profile page.
  • Even faster MakerPen load times.

Please see here for convenient links to controls, tutorials, comfort options, etc.: https://recroom.com/community

We love to hear your feedback, so please don't hesitate to let us know what you think.

Rec Room PATCH - the "Updated Update" Edition

TLDR

  • No more double invites! You won't be asked to invite friends who are already in the room you're going to.
  • Gave some TLC to slide and teleport animations for FBA and Upgraded Bean.
  • Fixed some issues with broken Data Table UI, Customize Anywhere, and chip culling performance.
  • Added support for cloning RRS Rooms!

Avatars

  • We heard your feedback and gave some love to our slide and teleport animations on both Full Body and Upgraded Bean Avatars. We hope this helps level the playing field for PvP games!
  • Customize Anywhere is now a tab in the Watch.
  • Fixed a bug where the Customize Anywhere button wouldn't take you to the Customize Anywhere page.

General Improvements & Bug Fixes

  • Fixed an issue where a broken UI was preventing Data Tables from being viewed or edited.
  • Fixed an issue where the "back" arrow wouldn't appear on Watch store carousels.
  • Fixed certain item lists not updating.
  • Added search bars to more config menus for various nodes.
  • Players will no longer be asked to invite online friends who are already in the room they're going to.
  • Improvements to chip culling performance.

Rec Room Studio

  • We've now added support for cloning RRS Rooms! Users will first have to confirm they own the right to use all assets within their room for it to be cloneable, then you'll be able to share your creations with everyone.

##Experiments

  • Started an experiment with audio settings where the microphone is turned off by default on new accounts and we're testing a variety of UI changes to let the player know their microphone is muted.
  • Rolling out a more performant chat experience to some players.

Please see here for convenient links to controls, tutorials, comfort options, etc.: https://recroom.com/community

We love to hear your feedback, so please don't hesitate to let us know what you think.

Rec Room UPDATE - the "Rectober 2024" Edition

TLDR

  • The Material Conversion tool is now available! Check out our dev blog for info on how to use it.
  • Spooky season is upon us, join us for Rectober!
  • Name limits have been increased for invention, inventory, and offer names.

Rec Room Studio

  • The new Material Conversion window assists you in converting third-party materials to render properly in Rec Room. Material Converter in action

General Improvements & Bug Fixes

  • Fixed an issue where 'back' arrows wouldn't appear in Watch Store Carousels.
  • Fixed a bug with the background app splash screen on iOS.
  • Spooky scary new Rectober app icon on mobile O_O
  • Increased the max character limit for invention, inventory item, and offer names to 40 characters!

Please see here for convenient links to controls, tutorials, comfort options, etc.: https://recroom.com/community

We love to hear your feedback, so please don't hesitate to let us know what you think.

Rec Room UPDATE - the "Fully Functioning" Edition

TLDR

  • You can now customize your Reactions from your Profile page!
  • Functions! Check out all the new chips you can use inside of Functions below.
  • Fixed holster placement issues in VR and the handshake interaction between VR and other platforms.
  • Optimize your meshes in RRS with the click of a button using ProBuilder Optimization!

Avatars

  • Your avatar shoes just got an update! We added feet data... don't make it weird.
  • Fixed a bug that added a nose and eyebrows to saved outfits when loading in Modern Bean.
  • Fixed a bug where the Watch would disappear when switching body types.

Functions

  • Function Call Nodes can now be used in inventions!
  • Fixed a bug where Functions could end up in a bad state after deleting one of their output ports. They should now... function correctly (ba-dum-tssssss).
  • The following chips are now usable inside of Functions:
  • Data Table Get All Rows Containing
  • Data Table Get Column Count
  • Data Table Get First Row Containing
  • Data Table Get Row Count
  • Data Table Read Cell

Rooms 2.0

  • Added LocalPlayerSetLocomotionVFXEnabled. This new chip allows you to disable various feedback effects in R2 so you can cleanly replace them with custom effects.
  • Fixes for Hierarchy view:
  • Gamepads are now able to reorganize hierarchy!
  • You can now scroll through hierarchy view on touch platforms.
  • You can now 'undo' the "Edit Out and Move Selected" operation.
  • Fixed a bug where the "Select Entire Invention" button in the "options" menu could result in invalid selections.
  • The "Make Invention" option in the Makerpen options menu will now appear even if you have part of another invention selected.

General Improvements & Bug Fixes

  • Take your Reactions to the next level with basic customization on your Profile page!
  • Fixed an issue where in VR if you physically moved or rotated yourself in your play area, the hip equip slots would become incorrectly placed. This issue was prominent in Rec Royale, now you should be able to catch Ws without fumbling through your weapons!
  • Adjusted the hip slots volume placement when VR player goes into crouch and prone to reduce false positives.
  • We heard your feedback that the new default shirt for costumes was causing clipping issues. Now, when you equip a costume that hides torso items, you'll see the old default shirt again.
  • Improved the Screens-to-VR Handshake interaction, so for Screens players interaction with VR players:
  • The prompt for accepting a handshake from a VR player changed from "Add Friend" to "Extend Hand". (The VR player can complete the interaction.)
  • The progress bar around the prompt was removed since it only requires a tap.
  • For handshake offers started this way, the Screen player's gesture will return to neutral after a completed handshake.
  • Faster load times for the Makerpen.
  • Object highlights/outlines on mobile are now scaled correctly for iOS, Android, and Quest.
  • Fixed certain grid lists of room cards having missing rows.
  • Cleaned up UI hydration for controller users.
  • Fixed visibility on some advanced microphone settings to match platform capabilities.
  • Fixed incorrect sizing on the Play search page.
  • Fixed a bug where some users with a lot of saved outfits weren't able to log in.
  • We changed the default t-shirt for new users to the Untucked Tee.
  • Fixed an error on the bug report page.
  • Storefront boot performance optimization.

Rec Room Studio

  • A new component called ProBuilder Optimization can now be used to save memory when using ProBuilder by creating optimized Unity meshes for runtime! If you add the component to your existing ProBuilder Mesh objects, you can use the Optimize button in the Inspector to create an optimized mesh. If you need to edit the mesh again with ProBuilder, the Edit button restores the original ProBuilder Mesh component.

Experiments

  • Starting an experiment for a new title screen landing page that will affect some players. This will give players the ability to join friends that are already online in public rooms from the title screen!
  • Starting an experiment for party size warnings when traveling to a room too small for the size of your party. No Bean or FBA left behind!

Please see here for convenient links to controls, tutorials, comfort options, etc.: https://recroom.com/community

We love to hear your feedback, so please don't hesitate to let us know what you think.

Rec Room UPDATE - the "Nothing to See Here" Edition

Read the title.

  • For real.
  • Did you even read the update name?
  • Nothing to see here. It's in the title.
  • Totally not gearing up for something in the future.
  • Literally no updates are in here today.

Are you still reading these?

  • Last week's update was large.
  • The shipnotes were like a mile long!
  • That's a lot of scrolling.
  • Don't you wanna take a break?
  • This is your chance to find a new favorite room.
  • Tell your friends you love them.
  • Maybe get some boba from the place nearby.
  • Are pumpkin spice lattes back yet?
  • I've never tried one but I think this is the year.

I swear there's nothing substantial here.

  • Seriously.
  • Stop reading.
  • Fine, I'll give you what you want.
  • A little glimpse into our dark and twisted reality.
  • It's an update in preparation for some stuff coming later.
  • Stuff that's, like, cool and lit and stuff.
  • +10,000 aura type beat.
  • Definitely not anything sus.

I'll be honest

  • We are working on some cool stuff and can't wait to share it with you. Might not be the next ship or the ship after that, but this ship is here to help us make some upgrades to do those things.
  • Make sure to RSVP to RecCon and Gribbly's keynote for a look at what's coming Soon(tm) (and beyond!)
  • Thanks for reading all this.
  • Especially you, Sk0l ;)
  • tt4n, see y'all at RecCon!

Please see here for convenient links to controls, tutorials, comfort options, etc.: https://recroom.com/community

We love to hear your feedback, so please don't hesitate to let us know what you think.

Rec Room UPDATE - the "Upgraded Bean" Edition

TLDR

  • We're starting the Upgraded Bean experiment tomorrow - see if you're part of the experiment and let us know what you think!
  • Room contributors can now only be added by invitation.
  • Added chips that detect the player's input type.
  • Added a text filter to Event Sender and Event Receiver nodes which now allow you to sort and filter!

Avatars

  • Some of you will soon have the option to try the Upgraded Bean Avatar, as opposed to your normal everyday Bean. Check it out and let us know how you like it - and if you really want to go back to your normal Bean Avatar, we added a switch so you'll be able to change back and forth no problem.
  • We updated how Full Body scaling works to allow your arms to better fit your avatar. Make sure you have good measurements and enjoy a better embodiment of your avatar!
  • Hat Adjustments work on Full Body. You can finally adjust the hat position of all of your favorite hats with full body avatars. And as part of this work, we also fixed the bug so you can "Use Legacy Position" once again for full body avatars (and eventually for the floating bean ;)
  • Made it so that Upgraded Bean players in VR won't have their camera level scale with their avatar's height.
  • Improved the performance of Avatar Customization windows.

General Improvements & Bug Fixes

  • Made progress shortening the MakerPen's initial load time!
  • Room contributors must now be added by invitation.
  • We implemented a fix for mobile that makes fog more transparent and less harsh.
  • Some custom shirts that were priced under 1000 tokens weren't visible in the Watch, but now they are! :)
  • Added the new chips Local Player Is Using Controller, Local Player Is Using Touch, Local Player Is Using Keyboard and Mouse nodes, which have been added to the palette to assist creators in detecting the player's input type.
  • We addressed an issue that allowed the creation of corrupted inventions by ensuring when the MakerPen is dropped to take an invention photo and then picked up, the editing state of the MakerPen is restored.
  • Added a text filter to Event Sender and Event Receiver nodes which now allow you to sort and filter!
  • In Rooms 1, cloning a simple prop (Ex: basketball) using a directional clone handle would result in the clone being at the wrong position. We implemented a fix which disables collisions on the clone source so the clone won't immediately collide.
  • Fixed an issue where Sawhorse hats weren't appearing. We really had to start busting ghost hats the first week of spooky season?
  • Also fixed Sawhorse item thumbnails not showing up in Gift Notifications.
  • Added fixes for notifications in VR where the menu button wasn't behaving properly. Bad button! Bad!!!
  • Fixed an issue where the 'favorite friend' badge was getting cut off.
  • Added auto-assignable player tags in the updated Room Permissions tab.

Rooms 2.0

  • Fixed an issue where a shape could end up with negative scale values when the scale tool was used. Now scaling will stop and you will receive a notification that you can not scale farther.
  • Increased the maximum amount of inventory items allowed in a Reward from 100 to 1,000,000. That's a lot!
  • Added polish to the MakerPen UX in the Hierarchy Tab.
  • Got rid of some settings in the Rooms 2 Permissions tab that were exclusive to R1.

Rec Room Studio

  • New functionality is now available for Lights in Studio Rooms! The Universal Additional Light Data component now exposes an option for per-light specular contribution. Lights that have been upgraded to support specular contribution that are Spot lights also now can use the Inner Spot Angle to change the light attenuation.
  • Fixed a bug which caused buttons and some other Asset Palette prefabs to appear rotated incorrectly when dropped into the scene view.
  • Added a fix to avoid a bug in Unity that could prevent rooms from loading when the Unity project path contains multi-byte UTF-8 characters.

Experiments

  • You know how on Screens you can pick up a blob of Shapes, pretend to throw it, and it will just stay stuck in the air? Well, what if instead of that you could precisely place the Shapes where you want? Now you can, which we hope makes building blocks and board game type experiences a bit more possible. Currently all Rooms 1 Shapes set to Decoration or Environmental have this as their main action (instead of pretending to throw them) but we hope to expand the capability to more objects in the future.
  • Added an experiment for when opening the customization page in the navigation bar, the page will display a back button, and clicking it will display the last Watch page instead of closing the Watch.
  • Starting an experiment that will replace imposter rendering with item thumbnails in the store. This shouldn't affect what you see, but will consume less memory!- Just putting it in here one more time, but we'll be starting the started an experiment for the Upgraded Bean, with rollouts to more players coming soon. Thanks for reading all the way down here btw, have a cookie (you earned it) :)

Please see here for convenient links to controls, tutorials, comfort options, etc.: https://recroom.com/community

We love to hear your feedback, so please don't hesitate to let us know what you think.

Rec Room UPDATE - the "Fall Cleaning" Edition

TLDR

  • Fixed some bugs and issues.
  • Cleared out old code.
  • Starting a new experiment for some players that will show their entire FBA on the Title Screen instead of just your torso!

General Improvements & Bug Fixes

  • Fixed a bug that would show an extra light strip above the "My Dorms" tab.
  • Fixed a bug where the 'free gifts' screen would cause the client to become unresponsive.
  • Fixed an issue where when trying to buy a gift, it took you to the 'item details' page instead of picking out who to gift.
  • Fixed an offset issue in the Watch UI that could happen anywhere, but most often on lower end platforms.
  • Reduced the amount of 401 errors players were receiving - the threshold for these errors is now higher, so you shouldn't see them as often!
  • Did some fall cleaning and cleared out some old dead experiment code.
  • Also fixed some memory regression with store pages in the Watch.

Experiments

  • Beginning an experiment with changes to how the avatar appears on the Title Screen, showing the entire Full Body Avatar rather than just the upper torso. Now you can admire your legs in all their splendor and glory - before even signing in!

Please see here for convenient links to controls, tutorials, comfort options, etc.: https://recroom.com/community

We love to hear your feedback, so please don't hesitate to let us know what you think.

Rec Room UPDATE - the "All That and a Bag of Chips" Edition

TLDR

  • Added Music Mode B)
  • We fixed a large performance regression with R2 rooms, and performance should be back to where it was a few weeks ago.
  • We fixed a longstanding issue with room reports - you can now include all the details you need or want to include with your room reports. Thank you rec roomers for flagging this one!
  • It's now more difficult for loading players to break rooms and we're providing better logs for loading issues.
  • A whole lotta chips are out of beta, check the list below!

Full Body Avatars

  • We've convinced the hand grip animations to stop being stubborn and actually update the grip values when you change your grip. It's, it's, it's, hmm... Grippy !
  • Beginning a new experiment for some new players to start as a Full Body Avatar when loading into the game for the first time.

Rooms 2.0

  • We fixed a performance regression where players would lose a significant amount of performance in R2 rooms compared to R1 rooms. Let us know if you're seeing improvement this week!
  • Multi-selecting components with the connect tool now properly parents the object boards without causing any existential crises.
  • Ribbon tubes from R1 rooms now have their passports and can travel safely to R2 without getting lost in the code.
  • Fixed an issue where R2 invention containers and shapes were playing hide and seek and not tracking to the correct invention. They've been caught and are now behaving.- We made external parent wires hidden when in a lower scope. This fixes the behavior of "Hide Higher Scope Boards" so that the wires of higher scope boards are hidden in addition to the chips, now you'll no longer get floating wires.

General Improvements & Bug Fixes

  • Fixed the broken room report UI where there was an aggravating text bug that would make it difficult to type a lot of details in a room report. you can now include all the details you need or want to include with your room reports. Thank you rec roomers for flagging this one"
  • Spammers be gone, we disabled the "Go To" button for non-friends in all situations.
  • Leaguers can now sign in relief, we fixed an issue where teleport and snap rotating players could send items through the ground.
  • The maker pen menu buttons now have a consistent font size and won't go through identity crises when clicked.
  • Expanded out a white bar UI issue with the Friendotron.
  • Made it more difficult for loading players to break rooms.
  • Improved the messages for circuit errors you get when a player receives CV2 events before they've fully loaded.
  • The Gun Handle Released event was feeling shy and refused to fire after reloading, but we've boosted its confidence with a pep talk and some bubbly. It's now firing as expected!- We have removed Portrait Mode! You will enter the game on mobile in Landscape mode from now on.
  • We've added a new voice chat setting for those of you who like to play music or have their mic tuned just the way you like it. You can find "Music Mode" in the "Advanced Microphone Settings" section of the audio settings page.- Improvements to the 'copy code' and 'share link' buttons.
  • "Copy code" button copies just the code now.
  • Changed the text on the "copy link" button to "share link".
  • Screens and mobile players can now press buttons even when you're reeeeeally reaaaaally close to them. Like super close.
  • Fixed scroll snapping when changing pages in the Watch, so now it'll look silky smooth B)
  • Added a "view invention details" button for both R1 and R2 inventions. When you have any part of an invention selected, a menu option will be available that says "View Invention Details", which will then take you to the invention details page. Pretty neat, huh?
  • When deleting points from a curve shape (MakerPen), you can delete all but two points instead of one so that the bad things don't happen :)
  • The report button should now appear on player profiles that are blocking you. No spam reporting for being blocked please, but do report if you've experienced CoC breaking behavior.
  • The following chips are now out of beta! (including some event ones ahead of RecCon!)
  • NavMesh Sample Position
  • Objective Marker
  • Objective Marker Attach To Player Or Object
  • Objective Marker Get Color
  • Objective Marker Get Current Distance
  • Objective Marker Get Distance Enabled
  • Objective Marker Get Enabled
  • Objective Marker Get Fade Threshold
  • Objective Marker Get Label
  • Objective Marker Get Label Enabled
  • Objective Marker Get Position
  • Objective Marker Get Target Object
  • Objective Marker Get Target Player
  • Objective Marker Set Color
  • Objective Marker Set Distance Enabled
  • Objective Marker Set Enabled
  • Objective Marker Set Fade Threshold
  • Objective Marker Set Label
  • Objective Marker Set Label Enabled
  • Objective Marker Set Position
  • Quick Chat Table
  • Quick Chat Table Set Enabled
  • Leaderboard Get Projector Enabled
  • Leaderboard Set Projector Enabled
  • Spawnable tools: Leaderboard Projector
  • And some chips have been added to beta ahead of this year's RecCon!
  • Add Chip: Destination Event Constant

  • Add Chip: Destination Event Variable

  • Add Chip: List

    • Go To Event

    RRStudio

    • Added a new field to the Canvas Interaction component in Rec Room Studio to let you force control hints to show up for all platforms on a canvas. You can also use this to suppress control hints on all platforms, in case of an extra dense UI.
    • By default, Screens players always see control prompts for UI, and touch players do not. This default is not new behavior, but is subject to change in the future.
    • The Grabber template in RRStudio got a little TLC to stop those pesky non-serialized component issues.

    Please see here for convenient links to controls, tutorials, comfort options, etc.: https://recroom.com/community

    We love to hear your feedback, so please don't hesitate to let us know what you think.

Rec Room UPDATE - the "Bool spits lazy facts" Edition

TLDR

  • Bool chips are now lazy but also faster and more efficient!
  • Your saved outfits with custom shirts can be worn again. Show me that fit!
  • The Pathfinder will make better choices on where it is going (or not going).

Full Body Avatars

  • Addressed that pesky issue where custom shirts in saved outfits were playing hide-and-seek. They're back, front and center where they belong.
  • Fixed an issue where VR players in Full Body Avatar could experience minor hand jitters under certain circumstances.

General Improvements & Bug Fixes

  • Bool chips got smarter and lazier, now they'll stop working as soon as they know the answer, saving heat and preventing circuit errors. Bool chips will now 'short circuit' when possible, such that they do not evaluate the remaining inputs when the output can already be determined. This includes 'And', 'Or', 'Nor', and 'Nand'.
  • Put an end to the twisty-turny drama with tube and ribbon curves snapping. You can no longer snap grid point rotation when creating a curve with a tube or ribbon. When grid snapping was on, the curve control points could end with rotations that did not match user expectations.
  • Added a new Circuit Board Maker Pen "Scale Control Panel Offset" tool setting. The setting defaults to true/on - maintain current behavior. When it is set to false/off, the control panel will maintain a constant distance from the object when the object is uniformly scaled.
  • Squashed the bug where tapping a deep link might take you on an unexpected detour to your Dorm instead of where you wanted to go. Now you'll land where you intended, no surprise pit stops!
  • Eliminated a persistent autocomplete dropdown bug where autocomplete options appear persistent on the screen even when players aren't actively interacting with the input text field.
  • We uncrossed our wires to fix a bug where when using wire on an input circuit pin, the config menu wouldn't always pop up on your maker pen UI.

Rooms 2.0

  • Taught Pathfinder to listen better to the Rec Room Object Reset chip, it's finally maturing :,)
  • Pathfinder also learned to think before acting. If it gets two requests during the same frame, it'll now go with the most recent one, like the true multitasker it is.

RRS

  • We optimized slow Studio Function Animator method calls to Animator.SetFloat(string name, ...), Animator.SetBool(string name, ...) and Animator.SetInteger(string name, ...) to substantially reduce performance impact when these are called frequently.
  • Squashed an exception that could occur during a domain reload when the Asset Palette tab is open.

Please see here for convenient links to controls, tutorials, comfort options, etc.: https://recroom.com/community

We love to hear your feedback, so please don't hesitate to let us know what you think.

Rec Room UPDATE - the "Dry Eyes" Edition

TLDR

  • Updated grabbable items and consumables for Full Body Avatars, now you can finally pour water into your mouth (instead of your eyes) on Screens!
  • Touchpad component changes
  • Patched glitch-grabbing exploit for longbow and goblin wand

Full Body Avatars

  • Sometimes hands felt a bit clunky when releasing grabbed items, like there was a kind of ghost collider getting in the way of whatever you were holding as soon as you dropped it. We found the ghost and exorcized it. (Who you gonna call? Coach busters!)
  • We took a pass at the 500+ items you can grab in the game and updated how they look in your hand and how you look when drinking and eating. For example, you'll no longer pour the water bottle into your eye when trying to take a drink on screens. There are just a few challenging outliers (like the Rec Royale Glider) that need some special love - we'll get to those in a future update.
  • Fixed watch lag and anchoring in VR for FBA.
  • Repositioned FBA seated positions to align with bean offsets.

General Improvements & Bug Fixes

  • Reduced temporary memory allocations during circuit execution by removing extra enumerator allocations in foreach loops caused by the interface.
  • Function definition nodes can now be cloned and put into inventions.
  • When wiring together incompatible ports on chips in a beta room, a conversion chip will automatically be inserted between them when possible.
  • Fixed a bug that could cause issues with Player Boards for joining players with a custom voice rolloff player trait.
  • Added a setting to Interaction Volume V2 to allow creators to hide/show the outline while hovering.
  • Fixed a bug where party or club chat would be un-selectable when switching tabs.
  • Fixed the size of room and item card loading placeholders that were loading in at the wrong size.
  • Fixed an issue where bogus VR tracking data could cause rendering issues
  • Okay, don't get too mad at us, but we had to patch the glitch-grabbing exploit for the bow and the wand in VR. Sorry, gang.
  • Fixed broken behavior after unlinking an account from a device. Don't worry, guys - we turned it off and back on again.
  • Fixed a bug where some text validation was not run on Xbox input prompts.

Rooms 2.0

  • Baked a fix for issues with non-hierarchical NavMesh baking in R2 rooms.
  • Fixed an issue where when using the connect tool to reparent objects in R2, a selected item may go out of scope and should no longer be selected

RRS

  • Fixed issues with the copying of Clamp, Rotator, and Piston content from legacy rooms and pasting them into Rooms 2.0 rooms.
  • Square up! Cubemaps will now have a more optimal texture format automatically applied for mobile platforms.

Please see here for convenient links to controls, tutorials, comfort options, etc.: https://recroom.com/community

We love to hear your feedback, so please don't hesitate to let us know what you think.

Rec Room UPDATE - the "We added a TLDR Section!" Edition

##TLDR

  • Starting Tuesday an experiment for "My Dorms" is starting - check your creation tab on the watch!
  • The crafting cost of the Stone Axe has been lowered in MLM.
  • 10x more recording time in Holotars V2!
  • Loading and networking issues have been improved.

My Little Monsters

  • The Stone Axe crafting cost has been lowered to 1 Wood, 1 Stone, and 1 Crystal.
  • Objective markers display on wood, stone, and crystal right outside the first portal.

General Improvements & Bug Fixes

  • Players shouldn't fail to load into rooms as frequently.
  • The maximum Holotar (V2) recording duration has been increased from 30 seconds to 300 seconds - that's 10x more time for recording brainrot!
  • Pressing the 'Clear' button on a Holotar recording window will now display a confirmation button before deleting the recording.
  • Moved the Animation gizmo controls to their own Maker Pen menu tab.
  • 'Toggle Button Set Is Pressed', 'Print Text To Screen', and 'Clear Screen' chips will now consume the correct amount of "network heat" when used. Network heat is the name we use for how much data is sent over our network, and because these chips weren't counting correctly, the networking in some rooms was breaking. Yay, thermodynamics! !
  • Cloud lists are now out of beta!
  • Fixed a bug where functions without exec ports could return incorrect values if multiple calls were made during the same exec.
  • Monitor rooms for corruption and refuse to save them if corruption is detected in rooms, invention creation, or invention spawning.
  • Pressing the 'Clear' button on a Holotar recording window will now display a confirmation button before deleting the recording.
  • Fixed up some old bugs around fist bumps and high fives making them easier to trigger.
  • Removed placeholder text when the UI is loading.
  • New LocalPlayerSetGravityDisabled node will let you turn off gravity for the local player!
  • Once you're floating around you can use custom locomotion or the new PlayerGetPhysicsVelocity, PlayerSetPhysicsVelocity, and PlayerSetSteeringVelocity nodes to finely control your movement.
  • Fixed an issue that prevented 'Data Table Get Column Count' and 'Data Table Get Row Count' from being configured to a data table.
  • Toggle Button components now have a 'Synced' toggle, allowing their pressed state to be unsynced between players.
  • Translated an untranslated Progress tab label in the profile page.

Rooms 2.0

  • Fixed the issue where Equip Object to Dominant/Off Hand chips failed when used on a handle not in a hierarchy.
  • Replicators can now be included in inventions.

##Experiments

  • We're trying out some Token Store layout changes over the next few weeks. We've also fixed a few bugs and made some general improvements related to token purchasing.
  • We're launching an experiment this Tuesday on adding "My Dorms" to your creation tab in the watch. Make multiple dorm rooms, save them for later, and swap out the look of your room for the seasons or events!

Rec Room Studio

  • Added new Asset Palette UI to streamline creation workflow.

Please see here for convenient links to controls, tutorials, comfort options, etc.: https://recroom.com/community

We love to hear your feedback, so please don't hesitate to let us know what you think.

Rec Room UPDATE - The "My Little Template" Edition

Cross-room Party Voice Chat

  • Cross-room party voice chat is now available! Communicate with your friends in different rooms and keep in touch no matter what you're up to, all within Rec Room!

Rooms 2.0

  • The Eyedropper tool is now available!
  • Custom Locomotion: Request Steering chip now supports instant acceleration (zero acceleration duration). 0-60? More like 0 to the digital future, amirite?
  • Players can now rename containers from the MakerPen Hierarchy window.
  • Fixed the reset bug for Reset Room and Rec Room Object Reset chips.
  • Reparenting multiple objects at once will now maintain any circuit connections between their Object Boards.
  • Fixed an issue where clicking the edit button would edit out of circuit boards.

Full Body Avatar

  • There were some discrepancies with how floating bean and full body items looked, especially for glasses items. We wrote some automation to seek out these offenders and discovered mismatches in how the shaders were authored between our floating bean and full body items - so now they're fixed!
  • Fixed a bug where head scale wasn't displaying correctly on FBAs when changing rooms.

##General Improvements & Bug Fixes

  • Fixed a bug where the Holotar scale did not match the player avatar size when scale was 1.
  • Text may be a little sharper on some platforms (but shouldn't be too noticeable).
  • Hands will no longer sync if you are typing into a sensitive text field in VR (passwords, personal info, private messaging, etc.). Does not apply for insensitive text fields, though. They wouldn't really care anyways!
  • Restored the avatar snapshot as your default profile photo for new players.

Rec Room Studio

  • New projects created using the Rec Room Studio launcher will now include default assets from My Little Monsters! We also have a new kit-based Template Room available from the Create menu in-game, so even if you can't use Rec Room Studio, you can find all these assets and use them! Look at alllll thoooose assets
  • Added the new "Instance Recolor" component which allows you to have different per-instance colors without using multiple Materials to do so. Instance Recolor can also be used with Studio Functions to dynamically change the color of objects from Circuits!
  • A new validation error will appear when the AudioMixerRegistry specifies an invalid Studio Mixer object.
  • Fixed an issue where textures used by Terrain, RawImage, or ParticleSystem components appeared at a lower resolution than intended.
  • Prevented an issue with cameras in VR by ensuring that the camera doesn't have 'Target Eye' set to 'Both"

Experiments

  • Some new players may start out in third person (with the option to toggle to first person, of course!)
  • Some players may have access to the new pinch feature, which can change the camera perspective and zoom on Touch.

Please see here for convenient links to controls, tutorials, comfort options, etc.: https://recroom.com/community

We love to hear your feedback, so please don't hesitate to let us know what you think.