Rec Room UPDATE - the "Reloaded" edition

Customizable Ranged Weapon Props

Many ranged weapon props are now more customizable:

  • Projectile and weapon body colors can now be set both through circuits and with the maker pen.
  • Damage values for players and objects can now be set both through circuits and with the maker pen.
  • Aim assist and auto-fire settings can be configured with the maker pen.
  • 'Gun Fired' circuit events will run in the props' object boards when fired by a player.
  • 'Reload Started', 'Reload Completed', and 'Reload Cancelled' circuit events will run on supported weapons.
  • 'On Pickup' and 'On Release' circuit events will run when the weapons are grabbed or released by a player.
  • The 'Projectile Hit Player' events in the Projectile Launcher and Player Definition Board have been deprecated and replaced with variants that output Collision Data.
  • 'Projectile Hit Other' and 'Projectile Hit Any' events have been added to all Ranged Weapons, including the Projectile Launcher, similar to the Collision Detection Volume.
  • Many ranged prop weapons are now available in Rooms 2.

Chips & Events Out of Beta

Radio, Holding Maker Pen, Data table, Rewards, XP, Levels, and Progression chips are no longer in Beta. This includes the following chips/events:

  • Radio: Player Get Players In Radio Channel, Player Get Radio Channel, Remove Player From Radio Channel, Player Set Radio Channel

  • MakerPen: Player Is Holding Maker Pen

  • Data table: Data Table, Data Table Read Cell, Data Table Get All Rows Containing, Data Table Get Column Count, Data Table Get First Row Containing, Data Table Get Row Count

  • Reward: Reward, List, Grant Reward, Show Reward Notification, Show Banner Notification

    • Progression/Level/XP: Player Award XP, Player Get XP, Room Levels, Player Get Room Level, Level Reached (Event)

    Bug Fixes

    • Fixed scrolling jump when navigating back to the Home page.
    • Fixed the VR interaction bug that was caused by the infinite bow bug fix.
    • Fixed a bug where your friend would never receive your invites if you appeared offline.
    • Fix to prevent one maker pen action from affecting items held by another player's maker pen.
    • MakerPen Undo Stack Redo operations no longer fall into the abyss if an operation is already in progress.
    • Fixed an issue where MakerPen audio looped.
    • We now inform the user when they are using an invalid name when trying to create rooms or subrooms.
    • Fixed an issue where "Circuits Transform Behavior" wasn't respected on containers in Rooms 2.

    Rec Room Studio

    • The Rec Room Studio window now opens automatically the first time you open a RRStudio project
    • Fixed an issue that allowed scaling custom Studio Objects non-uniformly in Rooms 2.0 rooms

    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 "Too Much to Handles" edition

General Improvements and Bug Fixes

  • Play Audio At Position now logs a maker pen warning when playing the maximum amount of audio clips at once instead of a CV2 error.
  • Fixed a bug where the inventions spawned through the portfolio sometimes failed.

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 "Too Much to Handles" edition

General Improvements and Bug Fixes

  • Fixed a bug where there was a vignette when a VR player was close to another player.
  • Fixed an issue that caused the 'Set as Room Default' button on the Background Objects Constant chip not to work as expected.

Rec Room Studio

  • Rooms 2.0 hierarchy editing is now supported in Rec Room Studio! Click and drag orange Maker Pen scene objects in the Hierarchy window to change parent and child relationships between objects. Open the parent Object Board in the Circuit Editor window to edit and connect to child Circuit Boards. Studio Props can be parent or child objects, and interact with parent gizmos such as rotators!
  • Fixed an issue with the position and rotation of custom Studio Objects and their children in Rooms 2.0 rooms not being saved correctly in RR Studio.
  • "Remake Object Board" and "Remake Object Boards For All Prefab Instances" for custom Studio Objects are now called "Update Object Board" and "Update Object Boards For All Prefab Instances". This new operation incrementally adds and removes ports and chips to the Object Board so that user modifications are not destroyed.

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 "Too Much to Handles" edition

Third Person Mode

We're starting to roll out big updates to third-person mode!

Soon you will be able to pick things up, throw a ball, shoot a gun, and swing a sword (you know, actually engage with the world), all in the third-person mode! And it will be a great way to enjoy your full-body avatar.

  • Q: What platforms will support third-person? A: All Screens platforms (Gamepad, Keyboard, and Touch). No out-of-body experience for VR.
  • Q: When will I get it? A: We're carefully A/B testing this feature over several rounds, hopefully "Soon"
  • Q: What is happening to first-person? A: First-person mode is here to stay! Third-person will be an entirely optional way to play.
  • Q: How does third-person work in UGC Rooms? A: By using our cross-platform building blocks like Handles, Interaction Volumes, Locomotion Circuits, etc. most rooms already work great in third-person! Later, we'll add new circuits for creators to customize or restrict third-person if the room is meant to be played in a specific way.

We believe "iteration is quality", and we'll be iterating on third-person a lot this year, so let us know your feedback!

General Improvements and Bug Fixes

  • Player UIs only show above your own head in third person if you have opted in to Show Own Nametag in Third Person
  • Touch can now reliably tap on old UIs like the costume equip button. Touch hides the dot reticle while targeting UI since it only uses direct tap.
  • Fixed a bug where Screens could not interact with Scoreboards from the same distance as VR
  • Camera shake and recoil are tuned and limited to reasonable amounts in certain cases
  • While wall climbing, Screens can drop off (or slowly descend) by pressing Crouch
  • Fixed the infinite shot bow bug.
  • Fixed a bug in Rooms 2 which prevented you from changing default values for Player Properties on a Player Definition Board.
  • Restrict KBM Marquee Selection to the current scope in Rooms 2. Allowing selection across scope led to a variety of issues.

Rec Room Studio

  • Introducing the water shader, one of the tools we've been creating for My Little Monsters! Now you can make your water features POP in all new ways. Check out the new example water assets! Prefabs can be found under `Assets/DefaultAssets/Prefabs/Environmental Assets/Water Examples/
  • When dragging a new wire from a Studio object board, the Studio Function chip is now included among the list of chips that can be created and automatically connected to the new wire.
  • Fixed a number of issues in R2 rooms around copying, duplicating, and pasting objects that are children of a container.
  • The 'Set HUD Element Enabled' chip uses the Slot configuration of the Room Level HUD chip that it is connected to.

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 "Too Much to Handles" edition

General Improvements and Bug Fixes

  • Transferring room ownership now requires confirmation.
  • Fixed an issue that could cause notifications from the Show Banner Notification chip to persist into other rooms.
  • Fixed an issue with the Swing Handle where other players could trigger swings for a VR player.
  • Fixed an issue where objects with default tags wouldn't keep those tags on clone in Rooms 2.0.

Rec Room Studio

  • Studio Objects now have a default Object Board that contains the In and Out ports for its Unity Properties and Unity Events. Default Object Boards for Studio Objects are only available once a room has been re-built from RR Studio -- older room saves will still have an empty Object Board when creating an Object Board for Studio Objects.
  • Custom skyboxes are working again!
  • Fix RRStudio not relaunching for some users after an update is applied. (Fix will apply on the next release after this one)

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 "Too Much to Handles" edition

General Improvements

  • We've added a couple of audio settings (echo cancellation and background noise suppression) that we're going to be rolling out over the coming weeks. These can interfere with sample recording and playing music through your microphone. If you notice any issues with either of those activities, try turning these settings off in the Audio Settings.
  • While targeting a drawing surface with a marker in hand, you will no longer be able to target or swap with other tools in view. Touch players can now properly go into draw mode by pressing the Draw prompt on screen.
  • Added the following nodes into beta: Not Equals, List Add If Not Contains, List Distinct, List Union, List Intersect, List Except
  • Data Tables now support Inventory Items as a column type.

Bug Fixes

  • Fixed a bug with inventions causing dorm anchors to not work correctly. Inventions with dorm anchors which were created while this was broken will need to be fixed and re-saved.
  • Adjusted the landscape geo in \^RecRoyale to eliminate spots where players can get stuck in falling animation.
  • Fixed an issue where leaving ShareCamera in Tripod mode in front of a physical button can block the button from being pressed by other players.
  • Fixed a bug that allowed shapes to be inverted.
  • Fix rotation and inversion toggles for RR Studio billboards.
  • Fixed an issue with invention rotation during spawn while using ACM.
  • Fixed a long-standing bug which sometimes caused Spawner Components to spawn AI in the wrong orientation. (Imps staring at the floor, goblins looking at the ceiling, etc.)
  • Fixed the View More Featured custom avatar items button.
  • Fixed "Out of network heat!" errors for synced variables not including the variable for context in the maker pen log
  • Fixed an issue that could cause the 'Player Joined' event not to run in rooms with deleted Player Definition Boards.
  • Some rooms with state machine chips will now correctly load again.
  • Fixed bug where some items, like potions in rec royale, were harder to pick up than others.
  • Fixed bug where saving a modified room with an enabled Equipment Slot would cause saving issues.
  • Restored the missing 'Back' button in the maker pen palette.

Rooms 2.0

  • In R2, there is a new HUD button to directly access your Room Inventory if there's any visible items.
  • Freeze tool is available when edited into an R2 container.
  • Added two new rooms-2-specific chips into beta: Handle Set Player Filter Tags, Handle Get Player Filter Tags.
  • Players can fly in R2 rooms when taking pictures of their inventions.
  • Collision events and chips should now return the root object in Rooms 2.
  • Fixed an issue where Player Traits for Sprint Speed, Crouch Speed, and Prone Speed would not update when changed via their corresponding set node (i.e. "PlayerSetSprintSpeed") upon first entry to a room.
  • Fixes an issue where the center pivot operation could not be undone while in edit mode.

Rec Room Studio Bug Fixes

  • You can no longer accidentally delete nodes in the Circuit Editor that should not be deleted (ex: In/Out nodes within Object Boards)
  • RR doesn't support point light shadows. Removed shadow options from point lights.
  • Objects that are connected to scaled clamps, pistons, and rotators now show up in the right place and at the right scale.
  • Added new Inspector buttons to Create New Object Boards for objects that could have a board, but don't currently.
  • Fixed an issue where the Object Board attachment mode was set to Attached on every Object Board when saving rooms in RR Studio.
  • Fixed a bug with the default position and rotation when placing new objects into the Maker Pen Scene (e.g. a new Button).
  • R2 rooms now support hierarchy changes involving Object Boards. Previously moving an object like a Button into a Container in Studio would leave the Button's object board in a corrupted state. Now the Button's object board will be moved into the Container's Object Board as expected.
  • When moving, rotating, or scaling hierarchies of objects in R2 rooms, objects will now end up in the right place and at the right scale, without jittering around in the process.
  • Fixed an error message that appeared when attempting to test Rooms 2.0 subrooms 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 "Too Much to Handles" edition

General Improvements & Bug Fixes

  • Added a new Moods system in Rooms 2.
  • Clouds should now appear correctly in Moods V1, Moods V2, and various RRO rooms.
  • Fixed a bug where the ACM shortcut for switching to the connect tool sometimes didn't work.
  • Fixed a bug that sometimes caused V1 spawner components to stop working after a player left the room.

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 "Too Much to Handles" edition

General Improvements & Bug Fixes

  • Animation controls are fully functional in ACM.
  • Fixed issues around undoing movements and deletes in Rooms 2 rooms.
  • Fixed issue in Rooms 2 rooms where standing on a non-uniform shape could cause the player avatar to be squished.

Rec Room Studio

  • Added "Test Subroom" to the top Unity toolbar for faster access to testing!
  • Added RRStudio login button to the top Unity toolbar.
  • When opening the RRStudio window, it will now dock with the inspector window by default.
  • Hide the Unity Play/Pause buttons on the top toolbar by default. You can bring them back by to "Edit -> Preferences -> Rec Room Studio" and unchecking "Hide Unity Play Buttons"
  • Improved error messaging when moderation for Room Image upload times out.
  • Fixed a bug that produced an error message in the console when a creator attempted to place an unsupported UGC object in a Rooms 2.0 room.

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 "Too Much to Handles" edition

Improvements for Advanced Creation Mode

  • Add marquee selection to PC keyboard+mouse Advanced Creation Mode.
  • Shift+Click+Drag to select several objects.
  • Ctrl+Click+Drag to deselect several objects.
  • In Object Model / Rooms 2.0 rooms, only affect objects in the current scope tree.
  • Added invention details to ACM.
  • Adjusted ACM UI elements to fit within the side panel.
  • Fixed a bug where quickly creating shapes in ACM caused a crash.
  • Tool change SFX now plays when the Connect tool is selected.

All About Handles!

  • Added new chips that work on all handles: Handle Set Control Prompt and Handle Get Control Prompt.
  • Trigger Handle Set/Get Control Prompt chips that only worked on Trigger Handles are now deprecated.
  • Added new Handle-scope events: Handle On Pickup, Handle On Release. They can be used inside all handles' Object Boards.
  • Renamed and deprecated existing On Pickup and On Release events in Swing Handle (Beta), Gun Handle (Beta), and Trigger Handle.
  • In Beta, Play Handle Haptics chip now works with the Throw Handle.
  • Also in Beta, Gun Handle and Swing Handle now have the option to configure the primary action control label.
  • Gun Handle (beta) aim assist has been reworked for ease of use, and is on by default for non-VR platforms.

VR Experience Updates

  • Updated watch wrist UI for accessing room chat in VR.
  • New "Adjust controller offsets" setting for VR to be able to fine-tune where their virtual hand is relative to their real-life controller.
  • Fixed avatars not showing up on load screens and new outfit thumbnails on Quest.
  • Testing some minor adjustments to the way some objects are held in VR.

UGC Released from beta

  • Animation Controller and most of its associated chips: Animation Get Speed, Animation Get Is Playing, Animation Pause, Animation Play, Animation Set Frame, Animation Set Speed, Animation Stop
  • All chips related to the Room Currency constant. The 'New' variants have been renamed, and the existing variants have been deprecated: Award Currency, Room Currency Constant, Get Balance
  • All State Machine chips: State Machine, State, State Constant, Go To State, Graph Get Is Active
  • Velocity Add (renamed from 'Velocity Add (New)', the existing chip has been deprecated.)
  • List Clear
  • Player Reset Name Color
  • Smooth Damp
  • Vector3 Clamp Magnitude, Vector3 Closest Point On Plane, Vector3 Move Towards, Vector3 Project, Vector3 Project On Plane

UGC Beta

  • New UGC Beta chips: Instance Get Lifetime, Player Get Is Room Contributor, Modulo (the existing Modulo chip has been renamed to 'Remainder'), Get HUD Enabled, Gun Handle Get Continuous Fire, Gun Handle Set Continuous Fire, Player Get Players In Radio Channel, Instance Get Is Multi-Instance Event, Parse Time, Equip Share Camera, Share Camera Get Is Spawned, Inventory Item Get Image, Get Inventory Item From Name
  • New Player-scope events fired within Player Logic Board: Player Share Camera Spawned and Player Share Camera Despawned.
  • Show UGC Banner notification chips now available.
  • Added an additional Image output port on Inventory Item Get Definition chip.
  • Deprecating beta chip PlayerGetNormalizedSteeringSpeed. You can use the new PlayerGetSteeringSpeed in combination with PlayerGetWalkSpeed to calculate this value if it is needed moving forward.

Rooms 2.0

  • The Voice Rolloff Distance player property can now be locally overridden. This lets you build systems where, for example, players on the same team can hear each other from far away, but players on opposing teams can't. Added Player Override Voice Rolloff Distance and Player Clear Voice Rolloff Distance Override chips to let you do this!
  • Go To Room chip is now available.
  • Added limited support for inventions. Creators should now be able to create inventions in Rooms 2. Rooms 2 inventions cannot yet be published.
  • Touchpad is now supported in Rooms 2.
  • Trigger Volume is now supported in Rooms 2, and can filter players by player tag.
  • Gun Handle is now available in Rooms 2.
  • Collision Detection Volumes now output the root object hit when hitting an object in a hierarchy. (Unfortunately, it's probably still listed as "Container" instead of by name.)
  • A number of bugs have been fixed around Object Board positioning, especially the way they jump around after reparenting.
  • Rewards and Room HUD now support Inventory Items.
  • VR support has been added for Inventory Item Equipment Slots. Find them on the inside of one of your wrists, with room chat on the other.
  • Added quick-access gamepad controls for Inventory Item Equipment Slots.
  • Added visibility settings to Room Inventory Items for more control over what gets displayed in the Room Inventory.
  • Custom CV2 Locomotion is now enabled in Rooms 2. This allows you to modify locomotion via a default graph of new events and chips that spawn inside new Player Definition Boards. NOTE: In rooms with existing Player Definition Boards, you'll need to use the "Spawn Default Locomotion Chips" button in the config menu to bring your room up to date.
  • Custom CV2 footstep is also enabled in Rooms 2. Like locomotion, you can spawn a default audio graph from the Player Definition Board config menu. This graph implements our standard footstep audio in CV2, and then modify that graph to implement your own custom footstep behaviors.

General Improvements

  • Data table room saves will now be set as the active save in unpublished rooms.
  • Data table chips can more reliably import data from external spreadsheet programs. They now accept commas, quotes, and newline characters.
  • Click-drag operation for recoloring is now supported outside shape containers.
  • Reduced how long there's a black screen at the start of \^Orientation.

Bug Fixes

  • Fixed a bug where saving while attempting to switch rooms would cancel the room switch after saving.
  • Fixed the bug that Voice Volume is always 100% upon login, even if shown otherwise.
  • Fixed projectiles fired from Projectile Launchers inherit the velocity of the launcher.
  • Items locked with keys will now start unlocked in a cloned version of the room.
  • Fixed an issue where walking too close to the community board would start scrolling the UI instead of continuing to walk.
  • Fixed an issue where, when using art canvas or Touch Pad components while flying, you could still steer your avatar body around while having the main camera fixed in place.
  • Fixed a bug causing the interacting player to freeze (even after swapping rooms) if they are interacting with a Touchpad component when someone else deletes the Touch Pad.
  • Fixed a bug where closing the Maker Pen menu would clear your selection when the Create tool was active.
  • Players no longer get stuck with an unusable Maker Pen after canceling the Create Invention flow at the camera stage.
  • Fixed a bug that could cause child objects and circuit boards to be visible at room level after a user drops their Maker Pen while editing into a container.
  • Fixed the search path for Dialog UI chips.
  • Navigating to the Config menu after selecting a circuit bus chip will now correctly display the Config settings for the containing board.
  • Fixed a bug that prevented circuit boards containing studio function chips from being copied in one room and pasted into another room.
  • Fixed an issue that caused tags not to be added to the Respawn Point V2 component.
  • Fixed a bug that could cause the port types inside boards not to update properly.
  • Fixed an issue that could cause the CV1 spawner chip to move to an incorrect location.
  • Fixed slanted quotation marks (like those on iOS) showing as asterisks in Room Chat, and not showing up at all on the UGC Text Component.

Rec Room Studio Tools

  • Use the "Test Suboom" button now to test your room locally without having to wait on a cloud build. It's now easier to upload and save your work to Rec.net as many times as you want, and then later go back and choose which saves to actually build.
  • Added a download button to each room save in the room save list.
  • Made it easier to find the Room Save Inspector, which lets you build any unbuilt save and tells you the in-game download sizes of your room on different platforms.
  • Check out an early version of 'Performance Explorer' -a new tool that will help you identify & solve performance issues with your room. In this first version, see the overall triangle counts of your room, as well as details of the lights & cameras.
  • Room Tags are changing and with that the RRStudio room settings are updated to match!
  • Added RecRoomStudioRecNetImage component which can be used to display images on Rec Room Studio objects.
  • State Machine, State, and Player Definition Board chips can now be opened in the Circuits Editor.
  • You can now double-click on a Circuits object (chips, object boards, circuit boards) in the Hierarchy window to open those items in the Circuit Editor window. You can also use an arrow on the right side of the Hierarchy to view the contents of those boards in the Circuit Editor window.
  • Memory Explorer has a new tab for Circuits node data.
  • Dramatically reduced loading time for rooms with many Maker Pen shapes.

##Rec Room Studio Bug Fixes

  • Fixed a bug where the 'Fix Me' option would show on materials validation errors that don't have an available upgrader.
  • It's been a sore spot that having multiple RecRoomObject components within your prefabs makes them explode when put in a room. Luckily that should be fixed! You can have prefabs that include objects with the RecRoomObject on them. Note that any Circuits from those nested objects won't be included.
  • Fix a common cause & another potential source of 'RecRoomObject was destroyed' errors.
  • Fixed a bug causing uploads to fail when the Assets/RecRoomStudio folder is deleted.
  • Loading Studio Function Chips that reference a Studio Function that is no longer defined in the room no longer throws an exception.
  • Fixed a bug that could cause some rooms to take a long time to load, and produced an error message when they finally finished loading.
  • Fix a minor bug that prevented editing Studio Functions on a newly-created Rec Room Object component.
  • Fixed a bug that prevented undoing the placement of new props into the Maker Pen Scene.
  • Fixed an issue with undoing and redoing changes to the position or rotation of an object that contains an Object Board.
  • Fixed up some UI bugs with the Rec Room Studio Room Creator Chat and Circuit Palette windows. Now it's easier to send messages to fellow-creators who are in the room in-game.
  • Rooms 2.0 in RRStudio fixes:
  • Renaming a Container will now rename its Object Board (and vice versa).
  • It's now possible to adjust the scale of containers and have their children scale correctly. (Be careful not to let your container's scale reach 0. We still have a bug in that case.)
  • It should now be possible to adjust the non-uniform scale of shapes and other deformable objects and see them scale correctly.
  • Fixed a bug that produced an error message in the console when a creator attempted to place an unsupported UGC object in a Rooms 2.0 room.

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 “Coming to a Beta Near You” edition

Happy Holidays from all of us at Rec Room! Just a couple of updates for our last update of the year. See you all in 2024!

App Leveling

We are excited to introduce new updates around leveling up during your Rec Room journey!

  • Progression Profile: a dedicated tab in the Player Profile that tracks your Rec Room level, the XP needed to reach the next level, and daily progress
  • How To: An info page on the Progression Profile so you can see how to earn in-game XP
  • Watch Home Presence: View your level and progress on the home tab of your watch, and access the Progression Profile page by clicking it
  • XP Gain Tracking: Track the amount of XP you gain as you earn it

Rec Room Studio

  • Dramatically reduced loading time for rooms with many Maker Pen Shapes.
  • Don't show 'Fix Me' option on materials validation errors that don't have an available upgrader.

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

Rec Room PATCH - the "Coming to a Beta Near You" edition

General Improvements & Bug Fixes

  • Adding a new Aim Assist Enabled config option to the Swing Handle.
  • Spaces and special characters are now allowed in port and chip names.
  • Fixed an issue that could cause the port types inside boards not to update properly.

Rec Room Studio

  • We found that Studio Functions are a bit more unstable & error prone than we'd like. We're temporarily disabling Studio Functions & re-enabling Unity Events until we can fix the issues. Existing Studio functions can still be edited, but new Studio functions cannot be added.
  • Making it clear that MobileVR devices like Quest and Pico use the same asset import and build settings as Android, so you can check your room's MobileVR memory estimate and download size by looking at the Android sizes.
  • Fixed a common cause of 'RecRoomObject' destroyed errors.

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

Rec Room PATCH - the "Coming to a Beta Near You" edition

General Improvements

  • Fixes avatar not showing up in room load screen and new outfit thumbnails on Quest.

Bug Fixes

  • Fixed an issue that could cause the CV1 spawner chip to move to an incorrect location.
  • Fixed a bug where the ACM palette menu would sometimes crash.

Rec Room Studio

  • Use the "Test Room" button now to test your room locally without having to wait on a cloud build. We also made it easier to upload and save your work to Rec.net as many times as you want, and then later go back and choose which saves to actually build.
  • Made it easier to find the Room Save Inspector, which lets you build any unbuilt save and tells you the in-game download sizes of your room on different platforms.
  • Fixed up some UI bugs with the Rec Room Studio Room Creator Chat and Circuit Palette windows. Now it's easier to send messages to fellow-creators who are in the room in-game.
  • This change avoids an exception thrown when loading a Studio Function Chip that references a Studio Function that is no longer defined in the room.

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

Rec Room PATCH - the "Coming to a Beta Near You" edition

General Improvements

  • Animation Controller improvements:
  • Added the following chips into Beta: Animation Get Time Stamp, Animation Set Time Stamp, Animation Get Frame
  • 'Animation Set Frame' now generates the correct amount of network heat, and no longer scales its frame index with the animation speed.
  • Added a speed configure field.
  • Added confirm delete dialogs for frames and object connections.
  • Added 'Rec Room Object Reset' support to stop the animation and reset it to the first frame.
  • Increased frame cap from 49 to 100.
  • Reduced the ink to match the Animation Gizmo V1
  • New beta chip: "Request Velocity Set Over Duration". This is equivalent to "Velocity Set", except it will continuously apply the velocity until either the input duration elapses, the authority of the input object changes, or another impulse is applied from a different CV2 chip (whichever is soonest)
  • Added the new "Collision Detection Volume" component into beta! This is similar to the trigger volume, but works better for detecting at fast speeds and getting more data when hitting players or objects. This component is what is used in Make it to Midnight to detect Bonky's hammer hitting players, and we expect players will be able to pair this with the Swing Handle to make great custom melee weapons!
  • Added a new beta spawnable tool Dialogue UI, which is a floating text box with some optional labels, an optional directional affordance, and up to four buttons.
  • Beta update: Removed Throw Handle from Spawner components
  • Editing curve and ribbon control points improved
  • New to Beta: Swing Handle Component
  • Tweaked support for emojis and extended Unicode in chat

Bug Fixes

  • Players should see improved stability when suspending the game on Xbox
  • Fixed blurry text for PCVR players
  • Fixed a bug where switching back from ACM forced the Maker Pen creation mode to "Move"
  • Enabled Advanced Creation Mode on the Oculus PC build
  • Shapes in Advanced Creation Mode now have labels
  • Arrow key navigation is available for all searchable tabs in Advanced Creation Mode
  • Saving a room with the Paste tool equipped no longer disables UI navigation on room load in Advanced Creation Mode
  • Runtime edited tags will now display properly when in Advanced Creation Mode.
  • Running 'Add Tag' chips with an empty string will no longer add an empty tag for Advanced Creation Mode
  • Fixed a bug with Disable Physics option that prevented it from working for some players in multiplayer scenarios
  • Fixed a bug that caused the Log String chip to not continue execution after saving a room with a synced Text Screen component
  • Fixed a bug with Swatch UI so that it updates correctly
  • Weapon prop beacon settings should now update properly between players
  • Fix object highlight outlines in mirrors on iOS
  • Cat Hat and Yeti Hat can no longer be adjusted to completely cover the player's eyes

Rec Room Studio

  • Studio Functions provide a new way to author custom chips that interact with your Rec Room Studio prefabs. You can add Studio Functions to the Rec Room Object component on your Rec Room Studio prefab, and each Studio Function you create can be called by a Studio Function Chip that you can create and configure in-game with your Maker Pen.
  • Remove options from the Render Pipeline Converter that could break materials if used incorrectly
  • Fixed a bug where bloom/emissive materials weren't showing up correctly while in RRStudio.
  • Validate that cameras have an output texture set to prevent drawing directly to the main screen buffer
  • Improve camera validation messaging & add help links
  • Performance improvements for Playing or Uploading rooms
  • Fix the error "Could not initialize the Rec Room API. The type initializer for ... threw an exception"

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

Rec Room PATCH - the “Coming to a Beta Near You” edition

General Improvements

  • Room Tag Update: Enhanced tagging system in Rec Room for better room discoverability and clearer genre categorization.
  • New chip: "Vector3 Inverse"
  • New beta chip: "Add Velocity (New)". This is equivalent to the existing "Add Velocity" chip, but when run against remote players it will immediately simulate the impulse locally to make it feel more responsive. Eventually, we plan for this chip to replace the existing Add Velocity chip. This chip makes Bonky's hammer delightfully thwacky in ^MakeItToMidnight.
  • Added beta events for the following player actions: Jumped, Landed, Grounded, Sprint Started, Sprint Stopped, Slide Started, Clamber Started.
  • Added the following player state getters to beta: Clambering, Crouching, Grounded, Prone, Sliding, Sprinting, Normalized Steering Speed.
  • “Player Get Equipped Objects” chip now properly outputs root objects in rooms with Hierarchical Building enabled
  • Get ready to build fun new content around players using the Share Camera! We added the “Player Took Share Camera Photo” event in Beta, which outputs position and direction at which a Share Camera photo is taken, and lists of players and objects in the captured photo.
  • On top of that, get your players posting about your room with the “Player Uploaded Public Share Camera Photo” event that invokes when someone in the room saves a public photo to RecNet
  • UGC storefronts in cloned rooms will no longer display room currency packages from the original room
  • Shapes in a container with an Interaction Volume will be highlighted when the player looks at the Interaction Volume
  • Players on some Android devices will see an increase in framerate
  • When sending a gift to a player, the selected player will now be highlighted
  • We revised the config menu for circuit and object boards to improve the experience of adding and managing ports. You can now see the type of existing ports, change a port’s type without deleting and recreating it, and search the type assignment screen to cut down on scrolling. Plus those pesky plus buttons are gone, and it all looks better in Advanced Creator Mode!

Bug Fixes

  • Fixed a bug that would cause scrolling to immediately stop when the scroll was ended –when it should have maintained some inertia and slowed to a stop gradually.
  • Fixed missing objects on some low-end Android devices.
  • Fixed a bug that could cause Moods V2 elements not to update properly.
  • Fixed missing circuit connections not rendering on Quest 2.
  • Resolved a disabled interactable slider that did not function in avatar customization. The slider will now correctly appear disabled.
  • Fixed colors on Cyber Skeleton avatar items.

Rec Room Studio

  • Put the new “Rec Room Studio Disable Render In Share Camera Photo” component on objects you want to hide in Share Camera photos.
  • RecRoomObject prefabs can be opened directly from the hierarchy.
  • Running out of chip allowance in your RRStudio room? Delete the Object Board for a Studio Object using the Object Config menu accessed with the Maker Pen.
  • Ever wondered how your room is performing? Now there's an easy link to all of that info from RRStudio! Just click on the "link" icon next to your loaded room's name in the Room/Scene window.
  • Component types now show different instances on the Misc page of the Memory Explorer menu
  • Memory Explorer details view makes it easier to select the resource being displayed.
  • When 'Play' fails, the Console window comes into focus to display the errors that caused the failure.
  • Previously all the materials, textures, and meshes that are used in the provided RecRoom Prefabs would show up in the Project window, but you would get an error if you tried to use anything other than a prefab in your room. In order to reduce confusion, we've hidden those assets that aren’t usable.
  • Fixed a bug that caused some rooms to fail to upload & build after running a validation fix.

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

Rec Room PATCH - the “Coming to a Beta Near You” edition

Room Progression, now in Beta!

Enable Room Progression in Beta rooms to add a semi-automated linear progression system. Use a Room Levels data table to set XP thresholds, set up your room’s Progression watch tab in Room Settings, and use the XP chips to level your players up. As seen in Make it to Midnight - and best used alongside Rewards!

New event - Level Reached New chips - Player Award XP, Player Get XP, Room Levels (Data Table), Player Get Room Level

Room Level HUD, now in Beta!

Add progress bars and item balances to your HUD with the new Room Level HUD constant. Configure the constant to pick a HUD element and use the existing HUD chips to enable and modify it. If you’ve got Room Progression turned on, you can set some elements to update automatically based on level and XP. Same for currency and consumables!

New Chips in Beta!

  • Player Is Holding Maker Pen (useful for having different logic while creating vs playing)
  • (Float | Vector3) Smooth Damp
  • Vector3 Clamp Magnitude
  • Vector3 Closest Point On Plane
  • Vector3 Move Towards
  • Vector3 Project
  • Vector3 Project On Plane
  • Data Table Get Row Count
  • Data Table Get Column Count

General Improvements

  • Contributors are now included in room earnings! The room owner can make any necessary adjustments to the earnings.
  • Currencies displayed on the progression page will now correctly display currency icons and images, and the colors will match the currency color.
  • Added 56 new sound effects from our melee weapons to the SFX Constant chip.
  • Quaternion Create chip now defaults to [0,0,0,1], also known as the "Identity" rotation (basically meaning "no rotation")
  • Added room permission settings to automatically assign player tags.
  • Saving the room after updating a data table will now automatically add a save description.

Bug Fixes

  • Fixed a bug that sometimes resulted in invisible avatars.
  • Fixed an issue where the mirror would distort in VR.
  • Fixed a bug with the Save an Outfit Challenge.
  • Fixed various issues with player locomotion in corners:
  • Players cannot glitch climb up corners or small gaps
  • Improved behavior for getting stuck in a crevasse
  • Reduced frequency of duplicate landing sounds causing a weird noise
  • Fixed an issue where the "Set Velocity" chip would clear out rotational velocity on the object. All existing chips will become "Set Velocity (Deprecated)" chips that maintain the old behavior.

Rec Room Studio

  • Added more informative error messaging for certain types of room load failures.
  • Copy/Paste support now includes Copy and Duplicate operations initiated from the Hierarchy tab's context menu.
  • Update the rendering of Maker Pen Shapes in Rec Room Studio to match both the mesh geometry and materials used in the main Rec Room client.
  • Fix a bug where the chip palette window would sometimes get stuck in a state showing no data.

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

Rec Room PATCH - the “Make it to Midnight” edition

Advanced Creation Mode!

Maker Pen Advanced Creation Mode for PC keyboard and mouse is now available to everyone! Create faster than ever before with special hotkeys and professional workflows! Along with the full rollout, we also have some fixes and improvements to Advanced Creation Mode (ACM):

  • Disabled the Maker Pen's radial shortcut menu when using ACM .
  • Added a close button to the fullscreen config menu in ACM to make it easier to dismiss.
  • Updated ACM tutorial so it can be completed.
  • Fixed the formatting on the gun handle config to fit in ACM KBM config window.
  • Fixed a bug where ACM menus would flicker when working with Compound Objects.

General Improvements

  • The Make it to Midnight progression screen will no longer show players empty placeholder rewards in addition to the actual rewards for each level.
  • Allow walk input mode swap when a VR player using teleport movement enters a walk-only room.
  • Players may now change their sprint input mode with auto-sprint toggled on if they enter a room where the manual sprint is forced.
  • The following CV2 Event Receiver configurations have been released from Beta: Consumable Purchased, Room Key Purchased
  • Moods constant chips have initial values derived from subroom presets.
  • A new Local Player Set Nametag Visibility chip that allows creators to control whether the player sees the nametag of the target player. It takes priority over role settings.

Bug Fixes

  • Fixed a rare bug that can lock a player's movement when loading into a room.
  • Fixed a bug that caused Bonky's HUD to show up in Share Cam and Streamer Cam.
  • Samurai hat adjustment parameters updated not to cover players' eyes.
  • Shark Rail Gun fins now follow the reload animation in VR.
  • Fix radio voices from being 2.5D to 2D.
  • Fixed crash that would happen when Chips were extremely far away from the player.

Rec Room Studio

  • Previously we added Room Settings, now we have Subroom Settings as well! Now you don't have to tab into RecRoom to change specific subroom settings!
  • Automatically fix certain project settings such as which renderer is used if the settings have been changed.
  • Performance improvements in Rec Room Studio when opening the Upload & Build window.
  • Version number will now display in the Unity title bar.
  • IL2CPP is no longer required to test locally.
  • Include a link to screen share authorization application on room errors for not having proper permissions for video players.
  • Fix to allow RRObjectManager script to compile.

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

Rec Room PATCH - the “Make it to Midnight” edition

General Improvements and Bug Fixes

  • Publishing a room no longer requires a custom photo.
  • Door and Welcome Mat can now be added to Inventions.
  • Fixed an issue where players cannot move when joining Make It to Midnight.
  • Fixed an issue where the Watch sometimes stopped allowing players to switch between tabs.
  • MoodsV2 chip configuration can now be updated in multiplayer.
  • MoodsV2 Skydome and Sun constant chips config sliders cover the whole parameter range.
  • Released the following from beta: The Motion Trail component and all associated chips, Equals (new), If Has Tag, If Player Has Role, If Player Is Valid And Local, If Player Is Valid, Instance Get Max Players, Local Player Disable Interaction with Target Player, Local Player Enable Interaction with Target Player, Player Get Costume, Player Get Seat, Room Authority Changed event, Authority Changed event, Explosion Hit Player event, Explosion Hit Rec Room Object event, Projectile Hit Rec Room Object event.
  • Added 'Player Reset Name Color' chip in beta.
  • Added an option to send circuit events to a given player. When configuring Event Sender chips to the “Player” option, an additional player port will be added to specify which player to send the event to.
  • In Advanced Creation Mode, object transforms can be modified in the Maker Pen config menu.
  • In Advanced Creation Mode, an axis alignment widget is available to players in Maker Pen.

Rec Room Studio

  • Added a 'Fix me' button in the room errors window for material using an invalid shader that can be converted to a Rec Room Studio shader.
  • The correct error now shows in the room settings window if a room name is too long.
  • Some errors in the room errors window will now include a help button which will take you to a page that has more info available.
  • Fixed a bug where you sometimes couldn't ignore validation warnings.

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 “Make it to Midnight” edition

You might have noticed we’ve been up to a few new things

Animation CV2 (Beta)

Animation is making its CV2 premiere! This patch marks the debut of the Animation Controller, a fully-fledged CV2 version of the Animation Gizmo. Plus there's a few new goodies like:

  • Setting animation speeds directly on the Animation Controller board or with the handy new Animation Set Speed chip. Oh! You can play animations in reverse with negative speed values too.
  • Pausing your animation at will and resuming it from that very same keyframe when you play again.
  • Snapping your animations to precise keyframes with the Animation Set Frame chip.

Data Tables (Beta)

Working with data has always been hard in circuits. Now you can store a bunch of stuff - numbers, text, and even Rewards - in a creator-editable, csv-importable, circuits-readable spreadsheet. Spawn a Data Table definition and configure it to get started. Get & Read Cell chips will need to be linked to a particular data table in their config menu in order to function.

  • New chips: Data Table, Data Table Read Cell, Data Table Get First Row Containing, Data Table Get All Rows Containing

Rewards (Beta)

Package up keys, currencies and consumables into Rewards, award them to players, and let them know about it with a fancy banner. When Progression is enabled (coming soon!) creators will be able to easily grant Rewards on level up and show upcoming Rewards for their room in the watch.

  • New chips: Reward, List Variable, Grant Reward, Show Reward Notification

General Improvements and Bug Fixes

  • The Watch Menu no longer sometimes shows other pages instead of the Home page.
  • Fixed an issue where players cannot filter and sort custom shirts under their own portfolio. Also fixed an issue where custom shirts would appear on the gifting page despite not being giftable.
  • Want a Touchpad Component with those chips? It's available (in beta) for real this time!
  • Fixed issues related to the Maker Pen toggle settings bug, ensuring proper application of snap settings, uniform shapes, and tube settings.
  • In Advanced Creation Mode, shape merge/split actions now show consistent notifications whether they are triggered by the quick-action menu or via hotkeys.
  • In Advanced Creation Mode, pressing enter key in the config menu will no longer cause an object to spawn from the search menu.
  • Objective Marker distance text will now update more responsively to changes in target or player position.
  • Fixed a bug that could cause chips to spawn in an incorrect orientation.
  • Fixed a bug where circuit ports sometimes turn black instead of glowing brighter when flashing to show execution.
  • Fixed the 'Is Valid' chip incorrectly returning true for deleted objects.
  • Child objects in OM rooms now have the option to have their transforms modified by chips.
  • Fixed a visual bug that caused bulk purchases of avatar items to display the wrong price. Don't worry, you weren't overcharged!

Rec Room Studio

  • Most users can now log in to Rec Room Studio and use some limited functionality, even if they don't have full access yet. Full access is still required to upload rooms with Studio content.
  • Fixed an issue with copying Rec Room Studio subrooms where custom VisualPostProcessing and AudioClipRegistry changes were not copied.

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

General Improvements and Bug Fixes

  • Hierarchy menu scrolling now works on touch platforms.
  • Fixed vignettes not scaling with Maker Pen self-scaling on some VR platforms.
  • Added 'Player Get Costume' chip in beta.
  • In beta: List variables can now be cloud variables! As with other variable chips, you can set them as Cloud in their config menu.
  • Fixed a bug that could cause the 'Audio Player Set Time Stamp' chip to break when used without an active audio clip.
  • Fixed a bug that could cause 'Get All With Tag' chips to return incorrect results.
  • Truckers and Mobsters, your days of shame are behind you! Mobster Shirt and Trucker Shirt no longer have transparent parts on low-end devices.
  • Holding the shoot button on the bow and arrow (or duel wielding) no longer causes a prompt with missing text when approaching the climbing wall in ^Orientation.

Rec Room Studio

  • Fixed some chat bugs:
  • Resolved an error that was blocking the creation of a new chat thread with co-owners
  • Resolved an error that caused co-owner chat messages to vanish
  • Added a dialog when attempting to chat with the same co-owner account that is signed into Rec Room Studio.
  • Reduced the time to load the content for the Download and Upload windows.
  • We fixed it so the Rec Room Studio version should always be displayed in the Unity title bar.

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

General Improvements and Bug Fixes

  • Fixed an issue where some older rooms couldn't load.
  • Fixed a bug where, when creating a new in-game Event, changing the datetimes would cause the end time to decrement by 5 minutes (which can double up or cancel out actually intended changes to the end time minute). Also, new Events should start as soon as it's time.
  • Added a hierarchy view to the Maker Pen menu for rooms with compound objects enabled.
  • Fixed a bug where the Equals chip and the Equals (New) chip (beta) would return false when comparing equivalent Audio values.
  • Fixed error tracking in 'Variable Changed' events.

Rec Room Studio

  • Rec Room Studio rooms can now synchronize Unity Animators! Simply add the new RecRoomStudioAnimatorSynchronizer component to your prefab next to an Animator. Any joining player will now get the Animation synchronized! Studio Event access to the Animator is now limited through the new Component. Use the SetBool/Integer/Float/TriggerParameter calls on it for synchronized changes.
  • You are no longer allowed to host public events in private rooms with Studio content that haven't passed moderation.
  • Fix a bug where new saves in rooms with Studio content would sometimes automatically be set as the public save when they shouldn't be.

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.