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.

Rec Room UPDATE - the "Strike a (hand) pose" Edition

Full Body Avatars

  • Oops, we accidentally broke some hand poses for FBA. Here's some fixes for the camera, frisbee, and mug hand poses used across a variety of tools, let us know how they look!
  • Fixed some annoying bugs when using the makerpen while in a full body:
  • Your hands still function when going to the smallest self-scale size.
  • Your other hand won't be blocking your view anymore.

General Improvements & Bug Fixes

  • We changed the 2FA login field type to numeric digits, so typing 2FA codes is now more convenient! (Especially on platforms like Android)
  • Fixed the color of certain banners on the home page. Ooooooh, pretty!
  • Fixed a bug where players had a chance to get stuck in the "play" door in Orientation. Door stuck!
  • Fixed a bug where the Charades Pen becomes stuck in players' hands in VR.
  • Fixed a bug where players could equip a full-body costume via circuits while it was being edited.
  • Fixed a bug where Room Inventories would not sync in time in multiplayer instances.
  • Fixed a toggling bug that could cause toggle buttons to be toggled multiple times when pressed in VR with other players in the room. Now you'll be able to toggle correctly to your heart's content <3 data-preserve-html-node="true"

Experiments

Started an experiment with a new invention creation menu.

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 “Hands-On” edition

Rooms 2.0

  • The Link Button and Creator Feedback Buttons are now available!
  • Improved the reliability of inventory item transactions.
  • Fixed the bug where Dialogue UI does not work properly with Room Reset.

General Improvements & Bug Fixes

  • We adjusted the hand animations on VR and screen mode for full-body avatars. Opening and closing your hands in VR should now feel less “sticky.” Jumping, climbing, and prone hand positions now look more like you would expect. Have fun with your new clean hands!!!
  • Adjusted foot animations to be more grounded when idle and turning in place.
  • We eliminated the ability to mute other players while on a junior account, since juniors aren’t able to hear other players anyways.This saves some memory and also clutter from your UI!
  • Added a fix for blocky avatars on Quest 2. Avatars were incorrectly being selected for low quality settings.
  • Added a fix for the holotar projector momentarily displaying the previous holotar recording when multiple holotar recordings are assigned in succession to a single projector. Clarence won’t randomly appear in other storefronts anymore!
  • Fixed a bug that prevented the 'Split Shapes' button from working in Costume Dummy props.
  • Fixed room settings UI appearing to allow changes incorrectly.
  • Fixed a bug that made it hard to grab or put objects in your backpack.
  • Helmet hair now works for the Skeletor Hood and S. Hoods
  • Removed some unused textures in ^Park.

RecRoom Studio

  • Fixed a bug where Undo and Redo after creating a new Studio Object prefab could result in incorrect room save states.
  • Improved Studio Function UI to handle cases where changing the method call target can preserve which method is called.

Experiments

  • Ended our experiment with blob shadows. Now you should have a visible shadow when using the bean avatar to help you navigate the world!
  • We’re testing variations of the room chat bubble visuals again. This time, the new look should still remain visible and clear to read. Let us know what you think!
  • We're testing variations of a new feature where tapping players opens a radial menu radial menu with a few quick options instead of going directly to their profile in the watch.
  • We're trying out a few more variations around the Picture-in-Picture view of your avatar, including layout/icon adjustments and making the resolution higher again on certain graphics settings.
  • We will be testing a new "Across Room Voice Chat" feature in the future, which will allow you to speak with members of your party while in a different room. Look out for notes about it soon!

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 “Free Movement” edition

Rooms 2.0

  • Fixed a bug that prevented item skins from being applied in Rooms 2.0.
  • Added a fix to prevent reparenting of animated objects due to animation errors.
  • Hierarchy auto-scrolling now works in VR. Updates to Custom Locomotion:
  • Fully customizable Air Control!
    • No more hidden modifiers! The acceleration time you pass in is what you get
  • Added Air Control Percentage Trait
  • Added Air Control Multipliers to the locomotion graph
    • You might want to spawn a new locomotion graph if you've already spawned a player definition board in your room
  • Added On Velocity Modified event to the player. This event is fired anytime you use the following chips on a player:
    • Add Velocity
    • Set Velocity
    • Set Velocity Over Time
  • Fixed bug where Acceleration Time wasn't respected while sprinting
  • Added comments explaining different sections of the locomotion graph
  • Fixed bugs in the default graph
    • Corrected air control calculation
    • Prevent your gaze direction from stopping your sprint and kicking you off the wall

Full Body Avatars Improvements & Bug Fixes

  • We've heard feedback that some players felt the head was a bit too big. We wanted to give you control to return it back to bean size. You can find the setting by navigating to the "Face" customization page and selecting the "Adjust" option presented on the selected face shape.
  • Adjusted the head positioning for better animations when moving around.

General Improvements & Bug Fixes

  • Introducing more variety of canned chat options!
  • Third person camera is no longer blocked by collision that doesn't block movement or interaction (like decorations!)
  • Tuned steering wheel animations in vehicles, now your drifting clips will look even smoother!
  • Fixed an issue where hands would lose collision with grabbed objects.
  • Fixed a bug that caused the Maker Pen Palette to sometimes not properly update the list of available chips when editing in/out, or when working with functions.
  • Added 'Player Get Volume' chip in beta.
  • Added 'Player Get Profile Image' chip in beta.

Experiments

  • Experimenting with autocomplete dropdowns to the Rooms Search Input Field, finding what you want to see should be easier!
  • Experimenting with a filtering feature that allows rooms on the Play Highlights page to be filtered by Room Capacity, and by current Party Size.

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 “Full Body Beta Buddies” edition

Rooms 2.0

  • Legacy inventions will now be sorted into their own palette filters in Rooms 2.
  • Fixed a bug where Rooms 2 rooms might show a notification saying that players are editing the room when they load in, even if they are not and/or are not able to use the maker pen. Sorry, you weren’t allowed to edit My Little Monsters after all. :,(

Full Body Avatars Improvements & Bug Fixes

  • Costume creators can now require players to auto-switch to the floating bean avatars when wearing their costumes. Just configure your costume and turn off the "Allow Full Body Avatar Type" setting. Previously-created costumes will have this toggled off by default.
  • Melee strikes and charge attacks for full body screen players weren’t looking quite right with the Fish, Cutlass, Frying Pan, Oar, Pitchfork, Push Broom, SwingHandle, QuestSword, Whip, Stool, and Shovel. The animations, especially with how the off-hand was working, is looking much better.

General Improvements & Bug Fixes

  • Beta content can now be saved into inventions! Inventions that contain chips or objects that are in beta can only be spawned in beta rooms, and will not be publishable until they are re-saved without any beta content.
  • We are re-organizing your Dance moves. Some players will find them in the Gestures radial menu on a second tab while in third person. Get yo groove on
  • Added 'Quick Chat Table' and 'Quick Chat Table Set Enabled' chips in beta.
  • Added 'NavMesh Sample Position' chip in beta.
  • Released the following from beta:
    • The Grabber component and all of its chips
    • Player Get Voice Rolloff Distance and Player Set Voice Rolloff Distance
    • Local Player Is VR
    • Rec Room Object Get Root Object
    • Root Object
    • Root Player
  • Improved player voice quality in some rooms. Now your mic will be even crispier when you eat it! (We actually don't recommend you do that.)
  • All HUD chips are now called Generic "HUD Element…”
  • Additional UI optimization work
  • Added a fix that prevents rare situations where player data might not load correctly.
  • Fixed dark overlay on watch page section headers.
  • Fixed a bug that prevented sorting options from working as expected in palette search.
  • Fixed an issue where improperly configured Circuits Audio Constants would not log errors.

Experiments

  • Experimenting with performance impact on a new feature that allows for customization everywhere.
  • Experimenting with room carousels, tags, and display room limits in the Play menu.
  • Began an experiment where some rooms will use a more optimized network bandwidth model.

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 "Full Body Beta Buddies" edition

Full body avatars

Your full body avatar got some updates (and if you didn't know already, everyone has access to the beta)!

  • We tweaked how it looks when you're carrying items (like guns and swords).
  • Strafing was added for when crouched or prone to remove the awkward backbreaking twists.
  • Some basic idle animations were put in to make you look super cool even when standing around. We look forward to your full body "I'm on screen mode!" VR dancing imitations.

Rooms 2.0

  • Replicators can now update their Target Object just by changing the hierarchy! Instead of the config menu, you can also set the Target Object just by using the Connect tool to set an object as its child.
  • Fixed an issue where certain inventions could cause room corruption in Rooms 2.0.
  • Fixed a bug that prevented saving inventory items to rewards in Rooms 2.0.

Rec Room Studio

  • Fixed an issue with creating object boards for some props (like Blunderbuss and Laser Pistol) when those objects are created in RR Studio.
  • Fixed a bug with the Inspector where changes to Physics Mode and Basic Interactions properties on objects were not applied.

General Improvements & Bug Fixes

  • Errors logged through variable changed events will now highlight the correct chip when selected in the circuits log.
  • As part of an experiment, some players will get a reminder that they can block and mute a player before/after they report that player.
  • Event Receivers for variable "Change" events now pass along the new value of the variable, so you can more easily get the new value when it has changed!
  • Disabled ability to MOVE any room with LimitsV2 enabled.
  • Bug fixes around room cards in Play Highlights page.
  • Fixed a bug that could cause inventions to remain visible in the palette after they were deleted.
  • Fixed an issue where players would see the 'clone' button on rooms that they were not able to clone.
  • Added Cornelius Cryptid. He's in need of a new monster caretaker, head over to ^MyLittleMonsters if you're interested!

Rec Room UPDATE - the “Fun with Functions!” edition

Circuits

  • Circuits now support Functions, which effectively let you create your own chips! Place down a Function Definition chip and edit into it to define what your function will do. Then, you can put down Call [NameOfYourFunction] chips down anywhere in your room to call that function. No more copying the same group of chips 10 different times, only to find out you have a bug and need to copy/paste all of them again! Go check out our dev blog here for more information on how to use this feature!

Rooms 2.0

  • The Animation Controller is now available in Rooms 2.0. (The controls have changed a little, and may continue to evolve. Select the Animation Controller and use the Quick Action Menu to add objects to the animation. Access the keyframing controls via the Config Menu. Otherwise it works like it did before!)
  • Inventory sorting tabs are capitalized on the Room Inventory page, and any underscores in the tag names here will show up as spaces.
  • Fixed an issue where a few of the Pathfinder events didn’t get correctly moved into Beta.
  • Fixed an issue where multiple people in a 2.0 room would cause Rooms 2.0 to lag severely.
  • Fixed an issue in Rooms 2.0 where Object Boards in Inventions would break Connections between them after spawning.

General Improvements & Bug Fixes

  • Added a new This Room category of room permissions to enable more detailed control of creator permissions. These permissions are all saved at the room-level as opposed to the existing permissions which all save at the subroom-level. Check out more information here!
    • Edit Main Room Settings
    • Edit Room Econ Settings
    • Edit Room Progression
    • Save Room
    • Publish Room
    • Clone Room
    • Restore Room
    • Reset Cloud Variables
    • Delete Cloud Variables
    • Edit Subroom Settings
    • Create Subrooms
    • Name Subrooms
    • Clone Subrooms
    • Move Subrooms
    • Delete Subrooms
  • Fixed an issue where the VR keyboard when using Maker Pen menus would sometimes move away from you while typing.
  • Fixed a silly regression where the collider for full body fingertips were rearranged so you couldn't properly type - tjat shou;d mow be fixd!
  • You can now filter by bottoms and shoes in the watch store! Check out my new shoes - they’re the brand new 1, 2, buckle my shoe!
  • Addition of Room Genre cards that matchmake players into a room instance from a pool of genre rooms.
  • Fixed a clipping issue in VR for full-body avatars when leaning.
  • Fixed an issue where animations got reset when switching avatar types in flying mode.

Rec Room Studio

  • You can now copy objects from Rooms 1 to Rooms 2 in RRStudio! Objects that are not supported in Rooms 2 either become a named Container (for objects) or a named Comment node (for circuits).
  • Improved memory explorer estimates for meshes that are stored in unity .asset files rather than fbx/obj.
  • You can now open a legacy room and copy content, then open a Rooms 2.0 room and paste that content inside Rec Room Studio. Some objects that aren't supported in Rooms 2.0 are replaced with empty Container objects with the name of the object that couldn't be pasted. (Ahem, CV1, I’m looking at you.)

Experiments

  • We'll be testing out a new 5-point rating system for Room Feedback. Let us know how much you enjoyed your experience in a room so we can better recommend content personalized for you!
  • We’ll be testing the effects of adding or removing Token Bundles from the Token Store.
  • We're beginning a series of projects to make Dorm rooms much more customizable, and will be gradually rolling out functionality to test with new users. Stay tuned for more news on Custom Dorm dorms in future updates!

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 "Pathfinder" Update

Rooms 2.0

  • New Component: The Pathfinder! Put the pathfinder into your compound objects so it can path from place to place. (Requires Navmesh to work - bake it in the room settings like usual.) Also includes new chips: Pathfinder Get/Set Max Acceleration, Get/Set Angular Speed, Get/Set Max Linear Speed, Get/Set Pathing State, Get/Set Pathing Target, Get/Set Rotation State, Get/Set Rotation Target, Start Pathing to Position, Start Rotating to Direction, Stop Pathing, Stop Rotating, Get/Set Ground Clamping, Get/Set Tags To Ignore.
  • Interaction Filters in Rooms 2 will now behave hierarchically. In order to interact with a filtered component, the player must pass the filter on the component itself, as well as on each container it's inside of. (For most intents and purposes, you'll only need to set it at the root.)
  • The Player Definition Board can now be spawned from the palette with the circuits for locomotion and footstep audio included automatically. No more being unable to move until you flip a switch!
  • Replicators will now be visible in the Hierarchy View
  • Replicator Spawned Copies will now properly disable their Object Board circuit graphs when Pooled
  • Fixed some issues with Replicator reliability
  • Fixed a bug where spheres would not roll.
  • Fixed a bug where the hierarchy view would allow for invalid selections.

General Improvements & Bug Fixes

  • Added "Recent Search History" feature to the Rooms Search Page. This is gated behind an experiment.
  • Player Prompt Text input is now restricted to base ASCII characters (no unicode). This means it now supports only the same set of characters as the CV2 Text component.
  • Watch UI placements were changed for VR players using full body.
  • Circuit wiring operations are now undoable and redoable, and wired connections are restored when undoing the deletion of an object or chip.
  • You're now able to trim clips when using the new CV2 Holotars.
  • New App Boot timing telemetry.
  • Fixed a bug preventing second edit of Animation Controller with Maker Pen.
  • Fixed a bug that could cause explosive weapons to not deal any damage.

Rec Room Studio

  • The Unity 'Visual Effect' components did not work correctly in Rec Room, so support for this Unity component is now blocked from being used in RR Studio rooms.
  • Any null instruction entries within a Studio Function will now be identified during room validation. The validation error when these are found will help you locate the relevant prefab and studio function, and provides an automated fix option to simply remove all null instruction entries.
  • Improve the speed of downloading room content when there are many files in your room.
  • Fixed a bug with Rec Room Studio NavMesh Cut where sometimes rooms with it might have navmesh tiles go missing. If you saved a room while a navmesh tile was missing previously due to this bug, you may need to re-bake your navmesh.

Experiments

  • We're testing out a blob shadow specifically for bean avatars in third person to help with platforming and obby rooms, since it can be hard to tell where you are standing/jumping/falling without legs!
  • A/B test for PUG: After a Hot Pick Game, PUG initiators will receive a result page showing who participated in the same PUG and what answers they picked.
  • Adds a memory meter to Maker Pen palette for creators to gauge and improve performance in their rooms. (note: experiment gated so this will ship to a subset of 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.