Rec Room PATCH - the “Home Sweet Home” edition

UGC Touchpad

  • New UGC Touchpad component is now in Beta. Similar to how Whiteboards work, Touchpad gets a player’s 2d input (hands in VR, cursor controls on Screens) to allow players to “touch” an object. Now you can pat, rub, and scrub like a pro!
  • New chips/events in beta: Touchpad Touch Started, Touchpad Touch Updated, Touchpad Touch Ended, Touchpad Get Active Touch, Touchpad Get Interaction Enabled, Touchpad Set Interaction Enabled, Touchpad Get Interaction Label, Touchpad Set Interaction Label

Room Currency Customization Improvements

  • You can now give your Room Currencies a custom UI icon by choosing from a selection of icons and colors. Add some flash to your in-Room cash!
  • Each currency can share the same icon, but they cannot share the same color.
  • All existing currencies will still have the default icon, but the color(s) will be auto-assigned.
  • While only some users will be able to see the customization, ALL Creators will be able to view their own customizations in their Rooms.

General Improvements and Bug Fixes

  • New Party Chat means that whenever you're in a party, you're in a party chat… even when you're in different rooms. Party Chat is now also automatically pinned at the top of your chats for easy access. Let's party!
  • We’ve begun rolling out the ability for players to purchase multiple Room Consumables in a single checkout. This feature is currently only available for paid Room Consumables.
  • We have fixed some recent issues with video player access. You should now be able to test your rooms using ‘Play Local’ again. Thanks for your patience!
  • Added melee hit event support to vehicle collisions. Bumper cars, anyone?
  • Fixed an audio issue that may have led to distorted or muffled audio in specific rooms.
  • Test Event now has a string parameter in the Maker Pen menu! This allows for an easier trigger of debug chips.
  • Fixed a bug that prevented the 'Self' chip from being cloned. But if you clone it, which will be your true ‘Self’...?
  • 'Respawn' and 'Room Reset' have been added to the list of griefable chips.
  • The 'From Rec Room Object' chip will now work correctly with Trigger Volume components.
  • Fixed a bug that prevented use of the Respawn chip to position inside an invisible collision component with player and object collision disabled.
  • Fixed an issue where players joining rooms at the same time could wind up with corrupted player boards.
  • Fixed the look of the Solstice Spring Bloom Antlers.

Rec Room Studio

  • The Rec Room Studio circuit palette will no longer place deprecated chips when an updated version is available.
  • Multiple object selection should work faster.
  • Removed some annoying pauses while working on assets in larger rooms.

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

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

Rec Room PATCH - the “Home Sweet Home” edition

Circuits Updates

  • Added a new Room Currency Constant chip in Beta, with support for Show Purchase Prompt, Award Currency, and Get Currency Balance chips. Note that the last two have their own new chips - Award Currency (New) and Get Currency Balance (New) respectively - and the old chips these two are based on will be deprecated once these leave beta.
  • New List node!
  • Added an 'Authority Changed' event to object boards in Beta.
  • Chips in inventions set to Edit & Save permissions are able to be configured.
  • Added buttons to reorder ports and port groups on circuit boards and object boards.
  • Eliminated a cause of connection pin flashing.

Player Interaction chips changes in Beta

  • Fixed a visual issue where the hold progress circle doesn't reset upon completing interacting with target player.
  • An empty progress circle will now display when hovering over a target player, if Player Interaction is enabled on them with a hold duration.
  • Highlights and interaction prompts no longer persist if you hold down your input after completing a player interaction.

General Improvements and Bug Fixes

  • On Screens in Classic Control, players will now be able to perform tool primary actions on held tools when standing in front of another player offering social gestures. Previously the primary action was to accept social gestures.
  • On Screens, when a player is next to an interactable and another player who's offering social gestures, the targeting and action will now prioritize interactable. Previously you were prompted to accept social gestures over interact.
  • Maker Pen logging screen now supports multi-line strings.
  • Fixed an issue where text was cut off in menu pop-ups.
  • Fixed an issue where Maker Pen palette would show duplicate inventions.
  • Fixed a bug that caused some vehicle settings not to save.

Rec Room Studio

  • Added a Download All button to the Rec Room Studio Download dialog to make it easier to update to the latest version of a room if you have no changes you want to keep.
  • Rec Room Studio players now have easier access to changing room settings without having to open up Rec Room! This should improve the work flow of creating and modifying rooms, especially as we make more settings available!
  • Rec Room Studio nested boards now display correctly again.

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

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

Rec Room UPDATE - the “Home Sweet Home” edition

New Home

Over the last several months some of you with iPhones have received the new "Home" experience when launching Rec Room. We are excited to announce that Home has now been rolled out to a larger number of iPhone users.

As a reminder, Home was created to load Rec Room quickly, find what you want faster and bring in what you already love about Rec.Net. You can discover rooms, scroll the feed, comment on photos, and chat with friends, all with the core Rec Room experience being a tap away.

New Objective Marker System

We’ve been rolling out a new Objective Marker System!

  • Mark an in-world point of interest using the new Objective Markers. Set up a marker by configuring an Objective Marker constant, and then move, activate, and modify it using a suite of related chips. This UI marker renders on top of everything else to help guide players to their destination.
  • New Objective Marker chips in Beta: Objective Marker Constant, Get/Set Color, Get/Set Current Distance, Get/Set Distance Indicator Enabled, Get/Set Enabled, Get/Set Label Enabled, Get/Set Label, Get/Set Position, Get/Set Proximity Fade Threshold, Attach To Player Or Object, Get Target Object, and Get Target Player

Circuits

  • New Beta Chips
    • If Player Is Valid
    • If Player Is Valid And Local
    • If Player Has Role
    • If Has Tag
    • Instance Get Max Players
    • Interaction Volume Set Hold Time
    • Interaction Volume Get Hold Time
  • Fixed a bug which caused the Player Left event to fire twice for each person who left the room. We've split this up into two events: Player Leaving (fired just before a player leaves) and Player Left (fired just after a player leaves).
    • The Player Leaving event is the last moment at which a given Player value is valid. It's your last chance to do anything that assumes they're in the room.
    • The Player Left event fires just after a player has left. Therefore, the Player value received with the event will always be invalid. (But you can still compare it with other values using Equals.)
    • The old Player Left event has been deprecated, so existing rooms should be unaffected.
  • Added default footstep and jumping SFX to the SFX Constant chip.
  • When using the "Configure" tool on Circuits Chips, the "Chip Options" tab will now be open by default.
  • Fixed a bug that prevented the 'Self' chip from being cloned.
  • Fixed a bug that could cause some players not to have player boards.
  • Fixed an issue where the Cloud Data settings page wouldn't refresh once it was opened once in a room instance.

Maker Pen Improvements

  • Double-clicking with the Maker Pen select tool to unfreeze an object now works consistently in non-beta multiplayer environments.
  • Saving the room will no longer reset the object selected for Maker Pen creation to the default shape.
  • Better scaling on Manipulate tool handles with basic shapes.
  • Fixed an issue where a drag input using the Manipulate tool on a shape container would error instead of switching to shape editing mode.
  • Pressing tab will no longer break references to the edge you're currently trying to drag off.
  • Fixed a bug that caused existing shapes that were scaled uniformly via their containers to lose that scale when enabling hierarchical building.
  • Add buttons to AnimationController MakerPen Edit menu: "Clear Keyframes", "Clear Object Connections"

General Improvements and Bug Fixes

  • Spawner location is not modified by room reset.
  • Fixed an issue where, when one player interacts with an Interaction Volume, the Interaction Volume would appear briefly disabled for other players.
  • Fixed bug where a room authority change could reset objects' positions if those objects are the parent of a Clamp gizmo.
  • Fixed bug where a room authority change could cause a collision to be improperly reenabled on Rec Room Studio objects clamped to held tools.
  • Fixed a bug that could cause Player World UI to get in a corrupted state.
  • Fixed "Hide this Player's Name" setting on roles.
  • Fixed an issue where some trees would have blocky-looking shadows on non-mobile platforms.

Rec Room Studio

  • Gives creators a built-in way to have "billboard" style objects, including those with text on them! This just makes a very common object type more accessible to those less familiar with the troubles that come with 3D rotations.
  • Added some prompts to save unsaved changes to scenes before closing them when switching open rooms.

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

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

Rec Room PATCH - the “Extreme Fire Crunch” edition

General Improvements and Bug Fixes

  • Rec Room Object tags now support home values. Additions or deletions performed with tags through circuits will no longer save with the room, and will be reset when the room or object is reset.
  • We’ve added a ‘Bake Tags’ button to the Maker Pen Circuits Settings page. The goal was to allow players to turn tag sets into warm delicious cookies; but instead it seems to allow players to save tags set through circuits.
  • Improved the placement of the scale and move handles when using the Transform tool within a shape container with the “Rotate Around” pivot set.
  • Fixed Room Door destination when multiple Welcome Mats are in subroom of current room.
  • Shirts don’t go that way! Fixed avatar items appearing sideways in the display case.
  • Fixed a bug that caused the 'Can Use Play Gizmos Toggle' permission to incorrectly default to ‘disabled’.
  • Fixed circuit error chip tracking for the ‘If Local Player Should Run’, ‘If Player Is Local’, variable chips, and remote Event Sender chips.
  • Fixed a bug that caused port previews to rotate incorrectly when viewing them in VR.
  • We're testing a "+" button next to the Token and Room Currency Balance that takes you to the page for purchasing more

Rec Room Studio

  • Creators can now create new rooms without leaving Unity! In the "Open Room" dialog, enter the name of the new room you wish to create and, if that name is not in use, click the "Create" button to create the new room.
  • Also in the "Open Room" dialog: creators can now search through a list of subrooms.
  • Things that cannot be cloned in game (i.e. Role Chips) now also give you an error if you try to copy/clone them within RR Studio. This increases consistency when creating things both in game and in RR Studio. You can see if any built-in item is cloneable by checking its RecRoomObjectInstance component.
  • Memory explorer can now help you find large or duplicate meshes that might be contributing to room memory bloat.
  • Alpha testing now works for Rec Room Studio/Lit shader on Quest & Pico.
  • Fixed an issue with Rec Room Studio rooms where Studio Objects that have a Physical PhysicsMode did not work for non-authority players.

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

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

Rec Room PATCH - the “Extreme Fire Crunch” edition

General Improvements and Bug Fixes

  • Teleport VR players will no longer get trapped in legacy flying mode.
  • Fixed an issue that was preventing teleport VR players from picking things up with their left hands.
  • Fixed bug where copy-paste MakerPen tool was disabled.
  • Chips will no longer appear as grey boxes.
  • The following CV2 chips are now out of beta and available for use in all rooms: Show Purchase Prompt, Award Consumable, Award Room Key
  • Added the ability to activate a consumable directly from the purchase page.
  • Added the ability to tell what items in a UGC storefront you own already just by looking at it.

Rec Room Studio

  • The version of RR Studio that you are using now shows up in the Title-bar of Unity! This should make it easier to send screenshots of problems as you no longer have to go to the About window for RecRoom Studio to show Devs which version you're on.
  • Initial version of the "Memory Explorer" tool. Memory Explorer is the first of a set of performance-focused tools that we're working on. It's intended to be a hub for estimating the memory cost of your room on different platforms. Initially, it only supports textures & render targets, but will be expanded over time with meshes, audio, animation, video, and any other large-level resources.
  • There is now a Documentation... link within the Rec Room Studio drop-down in the Unity UI.
  • Adding Rec Room Studio content to a room will no longer change the visual post-processing settings. (Translation: uploading a room from Studio for the first time won't make it lose the blue tint.)
  • Fixed a Studio bug where Visual Post Processing effects would stop displaying in the scene view.
  • Fixed a bug where the Environment Lighting settings in rooms uploaded from Studio would be ignored.

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

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

Rec Room PATCH - the “Extreme Fire Crunch” edition

Circuits Updates

  • Event Sender chips configured to Room Authority of Authority will no longer take network heat when the target player is local.
  • Player Logic Boards have undergone some restructuring in order to improve performance and reduce their impact on the chip limit.
    • Player Logic Boards for each player will no longer count towards the overall room chip total. (Chips in Player Definition Boards will still count.)
    • Player Logic Boards will no longer appear over Players' heads.
  • Rename "HUD Element Constant" to "Game HUD Element constant"
  • In the config menu renamed button "Preview HUD Element" to "Set HUD Element Values"
  • New Chip: ‘Game HUD Element Set All Values’ overwrites HUD element with input constant’s home values.
  • Fixed a bug that could cause the 'Create Circuit Board' operation to break the Maker Pen.
  • (Beta only) You can now configure Circuit events to fire when a player purchases a Room Key or a Consumable.

General Improvements and Bug Fixes

  • Restored presence info for each player on the friend page, so that you can better see what your friends are up to.
  • Windows Standalone now auto-focuses input fields for Room Chat and Maker Pen search, just like Steam.
  • Fixed a rare case where players would be missing most content on their Home screen.
  • Fixed a VR issue with incorrect initial rotation on a drag move/rotate operation when using the maker pen with the move or transform tools.
  • Bundle store displays will now always show the rarest items first.
  • Fixed a bug where the clothing customizer would not be available immediately after purchasing RR+.
  • Fixed a bug that caused extra undo steps to be added when creating shapes.

Rec Room Studio

  • Rec Room Studio no longer includes its own copy of Rec Room. Please install the latest Rec Room build via Steam or from rec.net. Make sure to launch Rec Room before running "Play Local."
  • Objects created in Rec Room Studio for the orange scene now have consistent default values with objects created in-game with the Maker Pen. This provides more consistency across Rec Room Studio and Rec Room.
    • Wall running and clambering are now defaulted to true.
  • Fixed an issue with setting custom texture sizes in Rec Room Studio for textures with resolutions smaller than 32x32.
  • Fixed a bug where sending a room reset event in a Studio room could break the lighting.

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

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

Rec Room PATCH - the “Extreme Fire Crunch” edition

Saved Outfit ++ Part 2

We are rolling out a glammed-up Outfit page with some hotly requested features:

  • Set a custom thumbnail for your outfit on the new edit page!
  • Erase old outfits to free up outfit slots
  • View the elements that make your favorite fits
  • And make your best looks public to add them to your portfolio!

Storefront Improvements

We will be gradually rolling each of these features out to all players:

  • Item Cards on the Storefront Preview page will now include a Buy button, which brings the player directly to checkout.
  • Creators can now resize Storefronts to include more Item Cards on the Preview page.
    • Up to 50 cards from the Storefront's first carousel can be displayed.
    • Storefronts can be as large, small, short or long as you want them to be... up to 50 slots in either direction!

General Improvements and Bug Fixes

  • Added an exclusive or (xor) chip.
  • Now when doing a drag move with the transform tool and the pen is moved between the up and down buttons, the selection is rotated to match pen rotation.
  • Fixed a bug where joining a room via a meetup link resulted in the player not being in the party.
  • Players will no longer see an error message when trying to go to a friend that previously invited them to a different room.
  • Fixed an issue that affected switching back and forth between the maker pen and the charades pen.
  • Fixed an issue with shape creation mode; scale no longer adds an extra undo entry.
  • Fixed an issue where audio would not play when rotating objects with Rotate Tool.
  • Fixed an issue where shapes would not highlight when hovered with Manipulate Tool.
  • Fixed a bug that could cause old rooms to fail to load circuits.
  • Fix for vignette effect not showing up on iOS with graphics set to high quality.

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

Rec Room UPDATE - the “Extreme Fire Crunch” flavor

The “All That and a Bag of Chips” edition continues to be stuffed full of so many new and improved Circuit goodies that we can’t fit them all into one update. Enjoy the intense sweet-hot taste of Extreme Fire Crunch Flavor dropping in with these 7 spices for better player interactions and smoother creation features:

Interaction Volume V2 object in Beta!

Creators! The new Interaction Volume V2 object in the Maker Pen Palette has everything the old Interaction Volume can do, and more:

  • Interaction Volume V2 supports hold interaction with a configurable duration
  • Interaction Volume V2 supports preserving hold progress if a hold interaction is canceled and not finished
  • Interaction Volume V2 supports applying movement speed multiplier (0 -1) while player's performing a hold interaction
  • Interaction Volume V2 supports more hold-interaction-related events on the Object Board (On Hold Started/Ended/Update, etc.).
    • Plus, all existing Interaction Volume chips will also be able to work on Interaction Volume V2. But wait, there’s more! The new Interaction Volume V2 also has these exclusive chips:
  • Interaction Volume Get Normalized Progress
  • Interaction Volume Set Normalized Progress
  • Creators can use these chips to read and write the hold progress on Interaction Volume V2 LOCALLY.
  • Note that both of these chips will only throw errors (and not useful functionality) if used on an old Interaction Volume

Gun Handle & Trigger Handle Improvements

We aimed at taking out a slew ‘o bugs with the Gun Handle You did? Yeah, want me to list them all? Go ahead... shoot.

  • The Primary Action Pressed/Held/Released events now work even if you have "Natural Grip" turned on in VR
  • The Primary Action Pressed/Held/Released events now only respond to the index finger trigger in VR
  • In VR, you can now trigger a reload by grabbing the handle using either trigger on your opposite hand. (Previously, it had to be your index finger... which felt weird.)
  • The Reload Action Pressed/Held/Released events are now always only received by the player holding the gun handle. (Previously, it depended on whether they were in VR.)
  • The Primary Action Held/Released events no longer fire when you're picking up the gun handle. (We brought this fix to the Trigger Handle too!)
  • Fixed a bug in VR where holding a Gun Handle in each hand would result in circuit events only being fired for one of them
  • Fixed a bug in VR where Gun Handles sometimes wouldn't work if they were put in your hand using the Equip Object chips

Combat Circuit Event improvements

Gun handles aren’t the only combat features we’ve been working on. Check out all these new Circuit features to ramp up the action in your rooms!

  • Added 'Melee Hit Player' event in beta to the Player Definition Board
  • Added 'Projectile Hit Rec Room Object' event in beta to the Projectile Launcher object board
  • The Projectile Launcher now supports a Rec Room Object specific damage value, accessible through the configure menu as well as the new beta chips: Look for the Projectile Launcher Set Rec Room Object Damage and Projectile Launcher Get Rec Room Object Damage chips.
  • Added new chip Projectile Launcher Get Firing Player in beta
  • Deprecated and replaced the 'Explosion Hit Player' event in the Player Definition Board. The new event will now work with most explosives

Clothing Customizer Improvements

A handful of custom shirts improvements are gonna be rolled out a bit at a time, so some of you will start to see:

  • Added buttons to the clothing customizer to scale the customizer up or down
  • Stop, it’s perfect. We added a button to the clothing customizer to freeze the customizer
  • Riffing on your designs is now easier! We added a button to a custom shirt's Edit page to copy its design to the clothing customizer
  • Added an option to show the backside of your custom shirt in the store thumbnail

General Improvements and Bug Fixes

  • Doors V2 and Destination constant chips now support private rooms. Like Door V1 (Legacy), they will only transfer the player if they are an owner of the private room.
  • Released the following from beta: Sun Direction V2 component, all Moods V2 chips, Clamp, List Copy, Player Get Room Index, Room Index Get Player, Player Is In Party
  • Added Overlap Box and Get Angular Velocity chips in beta.
  • The output of the Overlap Sphere chip is now sorted by the distance in ascending order.
  • Improved text clarity for PC VR.
  • Touch now has the option to turn off Auto Sprint, which enables a manual sprint button in the lower right corner.

Rec Room Studio

  • Uploads with changes only to the Maker Pen scene are now instantly available in the game with no need for a lengthy cloud build
  • Fixed a Studio issue where SendCircuitsEvent calls on AnimationEvents or disabled components were not causing the generation of an event in that object's Object Board
  • The upload and download window got some updates including the ability to see a removed file, sort by size, and display meta-file changes
  • UnityEvents on an EventTrigger that calls SendCircuitsEvent now automatically update the Object Board when rebuilding the board
  • Memory usage for Rec Room Studio rooms has been improved, making room load a bit more stable for low-memory devices
  • Room Save Inspector panel got some polish

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

Rec Room PATCH - the “All That and a Bag of Chips” edition

Circuits Changes

  • Added a bunch of new chips in beta:

    • Player Head chips: Player Head Position, Player Head Rotation, Player Head Forward Direction, Player Head Up Direction, Player Head Velocity, Player Head Height
    • Player gaze chips: Local Player Gaze Origin, Local Player Gaze Direction
    • Player Get Seat - This chip will return the seat a player is in if said seat is a maker pen object. This chip does not work with vehicle seats.
  • Chip port selection should now be more reliable. (We think we fixed it! Please tell us if ports are still being weird.)

  • Decreased the volume of circuit error SFX. It could be argued that getting jump-scared whenever you get an error is a good way to train yourself to not make mistakes. On the other hand, it could be argued that… not that.
  • Fixed a bug where some Circuits math chips would continue to compute as though additional input ports were there, even after they had been removed. Math does not believe in ghosts.
  • Player Radio Channel Chip change: the thresholds when radio effects kick in/go away now account for the voice rolloff settings for the player in the room.
  • Deprecated and replaced the Distance chip, as well as the Player Get Position/Rotation/Velocity chips. They are now based on the player’s “root,” in order to be consistent with their setters.

General Improvements and Bug Fixes

  • All players, including non-RR+ members, can now create room keys and currencies! (You’ll still need RR+ in order to set prices on keys and create currency packages.)
  • Added a new voice roll-off option of 15.
  • The respawn delay on objects can now be set as low as 0.1 seconds. We’ve also added an option to disable the respawn visual effect if you really hate those orange cubes.
  • Added highlight to the clone tool.
  • Fixed various skins that were missing some pieces.
  • Fixed corruption of subtitle text in VR. (Hooray!)
  • Fixed a small audio issue with the Room Chat send button.
  • Fixed an issue where some PC players were experiencing inconsistent behavior with a surface snap.

Rec Room Studio

  • Deleted boards will no longer re-appear in the game. Use the right-click editor menu on the object Rec Room Studio -> Remake Object Board, to create the board again.

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

Rec Room PATCH - the “All That and a Bag of Chips” edition

General Improvements and Bug Fixes

  • Improved Copy + Paste in Rec Room Studio to make it harder to accidentally paste mixed selections of Studio and non-Studio objects in Unity, which does not copy the Maker Pen objects correctly.
  • Added ‘AddVectorTransform’ and ‘VectorInverseTransform’ chips in beta.
  • You can now search for any published custom shirt.
  • Fixed a bug with the Rec Room Object Reset chip not resetting Studio Objects for all players
  • Fixed the possibility of all audio breaking in Jumbotron, as well as any other rooms with Assassin Bots or Mouse Bots. The Mouse Bots are supposed to be stealthy, but not /that/ stealthy.
  • Play Audio At Position chip (beta) now shows a CV2 error if trying to play an audio clip at a playback speed of 0.
  • Fixed the room resets for Beacon & Particle Emitter V2.
  • UI now appears correctly when disabling self-scaling at a non-default scale.

Rec Room Studio

  • Fixed several bugs that could cause 'Upload & Build' to fail silently.
  • Screen Space Canvas HUDs are now supported on VR platforms
  • Corrected an issue that could cause Permission Denied errors to appear rapidly in the console when opening a room for which the creator is a Temporary Co-owner. Improved the Rec Room Studio user experience for opening room saves with better error messaging if opening a room fails for any reason.
  • Fixed a bug that may prevent you from uploading your room while other creators are playing in the room.
  • Using .dds & .texture2d files that contained compressed texture data would cause 'Upload & Build' to fail. Added a room error when one of these formats is used.
  • Fixed vertex color for Rec Room Studio Lit shader.
  • Disable detail support on Rec Room Studio/Lit shader until it can be supported by game..

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

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

Rec Room PATCH - the “All That and a Bag of Chips” edition

General Improvements and Bug Fixes

  • Radial shortcut menu in ProUX mode won't stay open if a focus is attempted while it's open.
  • Deprecated and replaced Greater Than, Greater Or Equal, Less Than, and Less Or Equal chips. The old versions treated very close float values as though they were equal. The new versions do not.
  • Fixed the new Equals chip (beta) not understanding that Infinity is equal to Infinity. (Yes, not all infinities are the same size. No, we did not explain that to the Equals chip.) Fixed a bug where using the Maker Pen to interact with full body costume dummy while another player is wearing the costume breaks the PiP for the costume-wearing player.
  • Fixed bugs that caused the comment chip to not show its comment body, and to not update its color in some instances when a comment body had been set.
  • Fixed an invalid password attempt resulting in the player having to press the back arrow more than once to get back to the switch account screen.

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

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

Rec Room PATCH - the “All That and a Bag of Chips” edition

Hope you’re all wired up for this latest patch! You won’t be board by this update. We’ve taken your input and processed that into a program of electrifying new fixes and features! And its not the same old junk(tion)-- Rec Room Studio is branching out with a new tool for editing circuits! And if you don’t node, now you node…

General Improvements and Bug Fixes

  • Added a new Room Owner Lock toggle to object configurations. Room owners can now lock down objects and chips in their rooms so that only other co-owners can manipulate them.
  • Chip Settings now display the correct number of modifiable properties.
  • Fixed a bug that could break some props when holstered on a disconnecting player.
  • Fixed a bug where using the Maker Pen and Share Cam equip shortcuts would not actually equip the tools to your hand if you're gesturing or posing.
  • Fixed an issue with VR creators being able to move/scale shapes with their off-hand when using the Maker Pen.
  • Fixed a bug that caused player input ports on new chips to default to '(None)' instead of 'Local Player'.
  • Fixed the bug that 'Motion Trail' components have physics collisions with other room objects when their positions are being updated.

Rec Room Studio

Rec Room Studio now has a Circuit Editor!

  • Open the new window via Rec Room Studio -> Circuit Editor...
  • Select any circuit in the main view and click the magnifying glass to populate the Circuit Editor window
  • Use common Unity controls to move and connect chips, or to navigate around the circuits
  • Right-click on chips to access controls like renaming or setting event types.
  • Double-click any board to view its contents
  • Create new chips via the Circuit Palette window or simply right-click on an empty space and choose Create Node.
  • Setup new boards by adding functions and ports on the In or Out bus via the right-click menu
  • Enjoy an updated Scene view representation of your circuitry!

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

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

Rec Room PATCH - the “All That and a Bag of Chips” edition

New Home

Some of you with iPhones will start to notice something new when you first launch the app. This is what we are calling “Home,” our new launch experience. Home was created to load quickly into Rec Room and brings in what you already love about Rec.Net. You can scroll the feed, comment on photos, discover rooms, and chat with friends, all with the core Rec Room experience being a tap away.

Maker Pen Shortcuts

Maker Pen radial menu shortcuts are available for Keyboard and Gamepad! Use it for quick access to a few high-frequency tools, undo, and search. Available on the Default control scheme by holding down middle/right click or left trigger.

Circuits Updates

  • Fixed several of the ‘Player World UI’ chips not caring about the net heat limit.
  • The cooldown period for the Player Prompt Multiple choice chip has been decreased, and the chip will now display a warning if it's used while it is in cooldown. The chip will also no longer timeout when run for the local player.
  • New chips in Beta: List Remove Item (First) List Remove Item (All) String Replace String Split Whitespace String Trim Color to RGB Color to HSV

General Improvements and Bug Fixes

  • We’re testing out a huge improvement to the Outfits menu! Take a stylish spin around Rec Room with the following QOL improvements:
  • Outfits are now nameable AND searchable.
  • A new dynamic scrolling layout.
  • Fast links to purchase more outfit slots with RR+ or additional outfit items in the store.
  • Did you know you can jump to get out of some seats? Well, now there's a button prompt so you know!

Rec Room Studio

  • Improve performance in Studio for Rec Room Objects with a large number of exposed properties or events

  • Fixed an issue in Rec Room Studio where removing the Rec Room Object component from a prefab left the room's Maker Pen Scene in an incorrect state

  • Added support for post-processing effects in Rec Room Studio.
  • You can now enter search terms to filter the list of rooms displayed in the Pick Room window.
  • You can now chat with co-owners who are playing in the same room that you are editing.

Rec Room Studio uploads no longer allow files greater than 100 MB in order to improve stability in the cloud build process.

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

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

Rec Room PATCH - the “All That and a Bag of Chips” edition

Equals Node V2 - Value Equals

  • Added a new version of the Equals chip in beta.
    • The new version supports up to 64 inputs, and short-circuits once it finds an input that isn't equal to the others. So if the first two values are different, you won't pay the heat cost for the other 62!
    • It also checks for value equality when comparing lists. That means that two lists will be considered equal if each of their corresponding elements are equal. One more way in which lists are now slightly less weird!
    • It also also has a fix for a bug where casting a value to Rec Room Object and then comparing it with the original value would return false. That didn't make any sense, so we made it make sense.
    • It also also also has a fix for a bug where if you compared a "Rec Room color" with the exact same color from the custom color picker, it would return false. The new version understands that the same colors are the same.

CircuitsV2 chips for Player Interactions

  • Added a beta Circuits feature that lets you interact with other players!
  • You can now interact with players in a similar way as doors, buttons, and items in Rec Room!
  • Use the "Player Enable Interaction Locally" and "Player Disable Interaction Locally" chips to turn this on and off for players in a room, and configure how those interactions should work.
  • Use the "Event Receiver" chip inside a Player Definition Board to see when a player has interacted with someone!

Other Circuits Changes

  • Background Objects Constant filter path corrected to "Circuits\Constant\"
  • Fog Constant filter path corrected to "Circuits\Constant\"
  • Skydome Constant filter path corrected to "Circuits\Constant\"
  • Sun Constant filter path corrected to "Circuits\Constant\"
  • Added new chip ‘Get Local Camera Position’.
  • Added new chips ‘Player Get Body Position’, ‘Player Get Body Orientation’.
  • Added new chips ‘Player Is Mod’, ‘Player Is Host.’
  • Added LerpUnclamped and InverseLerpUnclamped chips (beta).
  • Fixed a bug that caused the Audio Player Get Audio chip to return an invalid audio clip.
  • Fixed a bug with InverseLerp with Color or Vector3 - if the start and end values are the same, the result will now always be 0. This matches the behavior when using it with float.
  • Fixed an issue where control panels for objects would sometimes very slowly drift away from where they were when not selected.
  • Fixed a bug where object boards from unselected objects would sometimes come along for the ride when cloning/copying/making an invention. Beware of hitchhiking ghosts!
  • Deprecated and replaced the To String chip. The new version "properly" wraps "strings" in "quotes" when they're inside of "lists" and "tuples."

In-Room Economy Improvements

  • Added the 'Award Room Key' and 'Award Consumable' chips. These give users a Key/Consumables without needing to purchase. This also enables you to bundle your Keys/Currencies/Consumables with a single purchase.
  • Added 'Show Purchase Prompt' chip. This pulls up the details page of a Key or Consumable on the watch. Now you can use Buttons, Interaction Volumes, etc. for purchasing Keys/Consumables.
  • To use these chips, make sure you have Creator Beta Tools enabled for the room.
  • The 'Add Currency' chip has been renamed to 'Award Currency'
  • Lastly, Creators and Co-Owners can now set their own Room Currency balance for debugging/testing. You can locate this on the Room Currencies page in the Room Settings.

General Improvements and Bug Fixes

  • Fixed a bug for Gamepad triggers requiring a full press to do certain actions.
  • Fixed a bug causing friend codes to not add the other player as a friend when submitted.
  • No longer showing maker pen tool handles if the object is frozen.
  • Non-selectable objects now block maker pen tools, avoiding the possibility of deleting or selecting objects that are hidden from view behind a non-selectable object.
  • Fixed a bug where CV1 Spawners would sometimes stop working after being cloned or put into an invention. (Unfortunately, any already-broken inventions will stay that way - sorry!)

Rec Room Studio

  • When you stare into the void, it no longer stares into you. We fixed a bug with uploads failing when a skybox material isn't set.
  • RRS objects now displays the bounds properly and keeps the collision after a reset.
  • Upgraded the version of Universal Render Pipeline that Rec Room Studio shaders use to URP 10

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

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

Rec Room PATCH - the “All That and a Bag of Chips” edition

General Improvements and Bug Fixes

  • Added new component Motion Trail in Beta, along with new Get and Set chips for: Trail Enabled, Trail Color, Trail Lifetime, and Trail Opacity. Attach a motion trail to a moving object and configure it to customize your trail.
    • When looking at the “Upcoming Events” section of someone else’s profile, private events will no longer be listed. Now you can RSVP to that Taylor Swift VIP pre-show without your friends ever knowing… until you end up sitting next to each other.
  • Fixed bug introduced with the last update where burst fire guns had a longer delay between rounds of burst fire.
  • “Rotate in place” now works correctly for odd-shaped objects. They will now… get ready for it… rotate in place! Amazing, we know.
  • Added Root chip (for computing roots… like a square root… or a cube root… or an 87th root) in beta.
  • Quaternion Slerp has been renamed to Slerp and now supports Vector3 inputs.
  • If you move your Maker Pen while spawning a prop, it will now be moved to wherever you’re pointing when it spawns in.
  • When self-scaled in VR with the Maker Pen, notifications will now appear at the correct size.
  • Fixed a bug that caused the Get Time Zone chip to return incorrect times during daylight savings.
  • Fixed an issue where Rec Room Studio rooms would fail to load if their skybox material was set to None.

Rec Room Studio

  • A list of co-owners who are playing in the room you are editing is now displayed in the Rec Room Studio tab in Unity.

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

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

Released from Beta

  • The Laser Pointer component and all associated chips
  • Room Key Constant and Player Owns Room Key
  • Audio Get Length, Audio Player Get Audio, Audio Player Get Max Rolloff Distance, Audio Player Set Max Rolloff Distance, and Audio Player Set Time Stamp
  • Set Player Vignette and Clear Player Vignette
  • Get Closest and Get Farthest
  • Player Get Time Zone
  • HSV To Color, RGB To Color, and Parse Color
  • Player Get Is Jumping Or Falling
  • Player Prompt Multiple Choice

Player Radio Beta Chips

Added new Beta chips that enable player radio:

  • Player Set Radio Channel
  • Player Get Radio Channel
  • Remove Player From Radio Channel

Creators can use these to add/remove players in the room from a radio channel (defined by non-negative integers). Players in the same radio channel will be able to communicate via team radio when they are far away (The distance thresholds for the radio is consistent to those in ^RecRoyale & ^RecRally). Note that the radio chips will not work well together with Team Radio Support in Game Rules chip. Only use one or the other in your room.

More Beta Changes

  • Added 'Recalculate Room Authority' chip in beta
  • Added 'Room Authority changed' event receiver in beta
  • Added ‘Inverse Lerp’ chip in beta
  • Added ‘Log Error’ chip in beta
  • Added 'Get Loading Players' in beta to count the number of players currently loading into the room. Deprecated and replaced 'Get All Players' to exclude invalid players that are still loading into the room.

General Improvements and Bug Fixes

  • Added Haptic chip to play haptics for the local player through a held object. At this time, haptics are only supported on VR.
  • To keep Rec Room a safe and welcoming place to hang out, we've tweaked our voice moderation to improve how well and how often it works.
  • Added Volume, Playback Speed Shift, and Playback Speed Variation options to the Audio constant chips.
  • Added a new Play Audio At Position chip for playing an audio clip one time at a position in your room.
  • Fixed a long-standing bug where all guns had inconsistent fire rates. This varied with framerate but affected all devices, not just low-framerate ones. This fix affects all types of RRO guns and UGC Gun Handles. Automatic and burst-fire guns should all now hit their maximum fire rate, and it will be easier to achieve higher fire rates with semi-automatic guns as well.
  • Related to the above fix, all beam gun weapons now deal a consistent amount of damage at different framerates.
  • Fixed an issue where jumping off a climbing wall in third-person mode could leave your head and hands in a weird state.
  • Fixed vertical FOV in desktop mirror in VR mode; streaming cam now matches main view again.
  • Add the ability to change the trigger handle's controls tip via the config menu and chips.
  • Fix an issue where the Maker Pen menu button text would not render properly on android mobile.
  • When using move and transform tools, click-and-dragging on an object will leave it selected even if wasn't previously selected.
  • Doing a click-and-drag operation with the scale tool on an unselected object will scale the object.
  • Player notifications will now always show in front of 3D objects.
  • Fix hats previewed in the store using different hat placement restrictions than purchased hats.
  • Fixed a few bugs where clearing out your display name or bio while editing your profile would cause the old display name or bio to come back.
  • Sometimes an invention preview would appear in the center of the room during creation. This will no longer happen.

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 “Shape Up!” edition

New Palette Shapes!

Now in Beta... We've added 21 new shapes to the palette! (That’s right - no more unauthorized mounds!) We've reordered the shapes and split them into two views - “Default Shapes” for the shapes in the classic Rec Room style, and “All Shapes” for everything. Your preferred view is remembered between sessions. We can't wait to see what you build!

Laser Pointer Improvements

  • Added a 'Scale Length' toggle, to optionally scale beam length with the component scale.
  • The laser is now projected into the +Z direction, rather than +Y.
  • Fixed a bug that caused disabled Laser Pointer components to appear enabled for joining players.

General Improvements and Bug Fixes

  • Fixed an issue that could cause all kinds of notifications to force the Watch to open.
  • As part of the adjustments made to Laser Tag at the end of January, we mentioned that we added buckets to the lobbies. Unfortunately, they never showed up. We’ve fixed it - there are now buckets. And with that, every issue with Laser Tag has been officially fixed, and it is perfect.
  • Fixed search field autofocus when using tear-off palette on PC.
  • A locked Interaction Volume will no longer occlude other objects sitting behind it.
  • Added List Copy chip in beta.
  • Fixed a bug where newly created spawner gadgets couldn’t spawn AIs.
  • Made it so that jumping into the ocean in Rec Royale will immediately down you.
  • ProBuilder objects in RR Studio rooms should no longer disappear when loaded in-game.

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 “Holy Update, Coach!” edition

Moods V2

This went out a few weeks ago, and we missed the notes, whoops! Change the ambience of your room by editing the skybox, sun, fog, and background objects, now with CV2. Configure a constant for each element, then turn it on with circuits or apply it to the room to use it as the default. (Activating CV2 moods will entirely override CV1. Use the subroom settings to return to one of the built in defaults.) Includes the following chips: Sun constant, Fog constant, Skybox constant, Background Objects constant, as well as Modify and Reset chips for each type.

General Improvements and Bug Fixes

  • Fixed the bug where mines could block interactions in Rec Royale in VR mode. Currently, the player can normally interact while a mine is sticking to your body. If you use this bug to block players' interactions in your rooms, it could impact your rooms.
  • Fixed an issue where certain sound effects would not respond to the volume sliders in the Audio settings.
  • Fixed the "I Support" section on player profiles.
  • Fixed a bug where all players that were respawned, regardless of role settings on the spawn point objects, would spawn at the same spawn point.
  • Added 'Player Get Room Index' and 'Room Index Get Player' chips in beta. A player's 'room index' is an identifying number that is assigned to each player in a room. Joining players will be assigned the lowest unoccupied index.
  • Game management buttons will be hidden on the 'This Room' page if there are no legacy CV1 game chips in the room.
  • Fixed a bug where old Quaternions saved in cloud variables were getting their components mixed up when loaded.
  • Fixed scrollbars showing on pages that weren't big enough to scroll for PC players.
  • Detecting even more power cores…

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 “Holy Update, Coach!” edition

General Improvements and Bug Fixes

  • Hope this puts you in a good mood: Rec Room Studio rooms now support Mood v1 chips!
  • Added an “Always Snap Circuits” option in Maker Pen under the Circuits & Debugging dropdown menu. When toggled, circuit boards moved together will always snap to each other, regardless of your current Maker Pen snapping mode.
  • When using the MakerPen rotate tool on a shape inside a container with Rotate Around Pivot set, the shape will now rotate around the container's pivot point rather than the shape's center point.
  • The MakerPen transform tool now respects the RotateAroundPivot setting as well.
  • Saving changes to a swatch, creating a new swatch, and deleting a swatch now correctly updates the list of swatches when performed.
  • Fixed a bug where the From Rec Room Object chip would fail to convert seats properly. We couldn't stand having that bug. So now we're... seated? Yeah, sure, that works.
  • Seats will now also have their Lock Player In and Lock Player Out values reset when you use room reset from the MakerPen.
  • Dracula finally learned to aim! Fixed a bug where Dracula's fireballs would frequently collide with his own cape in Crescendo.
  • Fixed a bug where offline rooms booted from RRS would attempt and fail to update room permissions.
  • Fixed the distance output on the Spherecastchip.
  • Fixed a bug that caused the 'Radius' input on the 'Respawn' chip not to work as expected.
  • Fixed a bug where Text Set Text wouldn't always respect the net heat limit.
  • Fixed a bug that caused the MakerPen to be invisible after being pulled from the backpack.
  • Fixed a bug where grabbing a handle of a vehicle that had been clamped to something broke it. If you rip the handle off a vehicle now, consider if you are just incredibly strong.
  • Fixed a bug where merging shapes would show incorrect selection bounds.
  • Added various fixes and stability improvements for Hierarchical Building Alpha Preview.
  • Fixed a desync that happened with Holotars and Audio Samplers when a player was muted or PTT while recording.
  • Fixed a bug where clicking on the end of an input field caused the text cursor to go to the second to last position instead of the end of the text.
  • Fixed a bug where screen-mode players could get into a broken state if they went to a new room while holding a drawn bow.

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 “Holy Update, Coach!” edition

General Improvements and Bug Fixes

  • One cannot get that drip, if one cannot seek the drip. Check the watch menu shop and use the search to find your next look in the top 1000 trending shirts.
  • The Full Body Costume Dummy now works with the Set Position chip, and can be wired to gizmos.
  • Get that party started, creators! There’s a new chip that checks if the player is in a party.
  • Added a Clamp Circuits chip that keeps numbers from turning to utter chaos… that is, keep them within a certain range.
  • Sure, time is a flat circle, but where are you on that circle? Find out with the 'Player Get Time Zone' chip in beta.
  • Fixed a bug that caused the 'Set Player Name Color' chip to use more network heat than expected.
  • Fixed a bug that prevented synchronized Destination Room variables from working. We always knew they were destined for greatness…
  • Fixed another bug where players would sometimes join a room, but fail to load all of the CV2 chips. That should be the last of 'em!
  • Fixed several long standing issues with grid snapping
  • This is why we don’t throw things at people…sometimes the MakerPen would become inoperable after hitting another player with it and then picking it up quickly. We fixed that issue, but, like, don’t take that as an excuse to go hurling your Maker Pen as a weapon.
  • Fixed a bug where configuring an item with the maker pen could lead to random scrolling in the UI when editing values
  • Fixed a bug that blocked some characters when configuring HUD element labels
  • Fixed a bug that broke voice chat in a small number of rooms
  • All Gamepad/Keyboard control schemes are unlocked now!
  • For new players, third person beta may require opting in from the settings menu before it can be used.

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.