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

Circuits

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

Rooms 2.0

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

General Improvements & Bug Fixes

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

Rec Room Studio

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

Experiments

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

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

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

Rec Room UPDATE - The "Pathfinder" Update

Rooms 2.0

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

General Improvements & Bug Fixes

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

Rec Room Studio

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

Experiments

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

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

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

Rec Room UPDATE - the “It’s YOU in CV2!” edition

Rooms 2.0

  • The CV2 Holotar is now available in Beta - show us your moves!
  • Custom Locomotion: Players who jump while sliding will no longer be trapped in a sprinting state when using the default locomotion graph.
  • Added a Close Watch On Use property for Room Inventory Items.
  • Fixed a bug on mobile platforms where sometimes the image of a Rooms 2 Inventory Item equipped to an Equipment Slot would not display properly.
  • Fixed possible crash in rooms using the new Rec Room Studio Nav Mesh Cut component.

General Improvements & Bug Fixes

  • Fixed a visual bug where the default blazer had a laser tag carpet texture. Goodbye, sweet laser tag blazer :,( (Don’t worry, an actual version is on the way.)
  • Added vNext room cards to Rooms Search page in the Watch - this means that the room cards on the Search page should now match the room cards on Home and Play menus of the Watch.
  • Added 'Gate' and 'Flip Flop' circuit boards to the palette.
  • The 'Projectile Hit Other' event will now output a damage value, equal to the weapon's configured Rec Room Object damage setting. Go ahead and make that teeny tiny pistol have a massive damage output!
  • Added the Local Player Get Is Third Person Active and Local Player Request Third Person chips in beta! These chips allow you to check if a player is in third person mode, and put a player into third person mode.
  • Added Local Player Third Person Active Changed circuits events in beta! These allow you to detect if a player has entered third-person mode.
  • Restored anti-aliasing on streaming cam view.
  • Connections should be more stable on iOS.
  • Improved ShareCamera's memory usage.
  • Improved Outfit Customization Menu memory usage.
  • Fixed a bug where taking a photo in VR would close detached menus.
  • Fixed a bug where thrown discs weren't going toward the reticle. Make disc throws look and feel much more like an actual person throwing a disc!
  • Fixed some artifacts on vegetation when using high graphics settings. No more ancient photorealistic onion :,(
  • Props that support object boards will not spawn with a board when created with the 'Default' object board setting.

RecRoom Studio

  • Fixed a case where setting the skybox material to None can block upload. Go ahead and make your room in the void! Then nobody will be able to hear you scream >:^)
  • We've standardized the names of components used in Rec Room Studio and made it easier to see the important part of the name in the Inspector window. Below are the old and new names of these components (note: no need to change or update your existing rooms that used these components):
    • Rec Room Object => Studio Object.
    • Rec Room Studio Animation Synchronizer => Animation Synchronizer.
    • Rec Room Studio Billboard => Billboard.
    • Rec Room Studio Canvas Interaction => Canvas Interaction.
    • Rec Room Studio Disable Render In Share Camera Photo => Disable Render In Share Camera Photo.
    • Rec Room Studio Hud Canvas => HUD Canvas.
    • Rec Room Studio Rec Net Image => Rec Net Image.
    • Rec Room Nav Mesh Cut => Nav Mesh Cut.
  • Other players’ avatars are now hidden when anchoring with the “Frame Screens Canvas” mode.
  • Omit creator-authored components from Studio Function target selection UI.
  • Report validation error when Studio Function targets a creator-authored component.
  • While anchored, the exit button on Mobile will now actually close the UI.
  • Smoothened the camera fade for the Canvas Interaction component.
  • Updates to Rec Room Studio Nav Mesh Cut component:
    • Rec Room Studio Nav Mesh Cut components now disable entirely if their size is set to 0.
    • Navmesh holes created by Rec Room Studio Nav Mesh Cut components will now always be at least 0.1 meters wide.
    • Fixed bug where incorrect box location was shown if Ignore Rotation And Scale was checked and Center was set to a nonzero vector.
    • Fixed incorrect cutting shape when scale is negative.

Experiments

  • Updates to Room Search Discoverability: Players in the test group of the experiment will see their "rooms search" button more prominently on the Watch Play menu.
  • Player Search: Players may see changes in the way Player accounts are ordered when searching for an account. Check it out and let us know what you think!
  • Pop Up Games: A friendly suggestion toast will appear when players are in a good situation to play a Pop Up Game. Only appears to players who already are in the experiment group.
  • A/B Testing making it easier for Junior accounts to play together by adding improvements to the invite flows!

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 "I'm Famous in Rooms 2" edition

Rooms 2.0

  • The Replicator is now going into Beta - it's a new gadget in Rooms 2 that allows creators to create copies of another Target Object in the scene. A Replicator can be configured to set its Target Object as well as its maximum copies, and then can Spawn and Return those objects during gameplay. For more in-depth information, stay tuned for an upcoming blog post!

Look at all this beautiful replication!

  • Added Streaming Camera Point in Rooms 2, now you can make even sicker TikTok edits, shoutout this little beauty
  • When Rooms 2 loading screens show a subroom name, they now show it in a separate line of text
  • Fixed a bug where invention creation would sometimes fail in Rooms 2.
  • Fixed a bug where the Room Inventory page would sometimes show incorrect items after adding/removing items and then equipping via CV2.

General Improvements & Bug Fixes

  • Disc Golf has an update?! We've fixed some issues with the way frisbees are thrown - animations now look more natural and your throw will actually go towards the cursor now!Look at how nice this new animation is, no more eating frisbees!

Here's some behind the scenes footage for you too;)

  • You can now Favorite items in your Maker Pen palette for an easily accessible list. Easily add a ham in every room! Or multiple hams. Or a whole ham house. Really anything you want (but ham is preferred).
  • Hey creators! In the process of building our new RRO, we've added a couple new animation sets to the Swing Handle, and they're now available for you to use in your rooms. If you configure your Swing Handle, you should now find options for "Handaxe" and "Pickaxe Heavy". Have fun!
  • Made scrolling speed more consistent on consoles. Additionally, rotating the avatar on the customization page is much more responsive.
  • Changed where the cursor starts when using gamepad, the cursor now starts on the play button when the app starts.
  • Added additional controller compatibility for iPhone and iPad - both now fully support Joy-Con and Pro Controller over Bluetooth on the latest version of iOS. (Before anyone starts speculating, you can also use PLENTY of other controllers on iOS via bluetooth).
  • We have improved the performance and visuals of account cards. These changes will start showing up for some of you soon!
  • Launched an experiment that shows a 'Similar Rooms' action button on Room cards that shows similar rooms.
  • Fixed a bug that could cause player boards to not be assigned correctly.
  • Fixed a bug that caused the 'Toggle Button Set Is Pressed' chip to only function on room authority. The chip has been deprecated and replaced.
  • Converted some invention dialogs to the new UI.
  • Removed unused code, libraries and assets.

Rec Room Studio

  • Studio Objects can now add Vector3, Quaternion, and Color values as Exposed Properties.
  • Fixed a bug where moving individual shapes in R2 rooms would not always redraw the shape correctly in the Scene view.
  • Included per-platform memory estimates in the upload window.
  • When creating a new Studio Prop by dragging a prefab from the main Unity scene to the Maker Pen scene, fixed a bug with ensuring that scene overrides to values on the prefab are captured in the new Studio Prop. Similarly, when moving a Studio Prop from the Maker Pen Scene back to the main scene, ensured that any overrides made to the prefab are also preserved when converting.
  • Fixed a bug that could prevent rooms from opening (with a NullReferenceException) if a prefab in that room was changed to be a RecRoomObject prefab while the room was not open.

Experiments

  • Started a voice tech experiment - some rooms might sound different, make sure to let us know what you think!
  • Began an experiment for juniors - when juniors are in their dorm and invite others to play together, they'll have a popup for the Rec Center, some RROs, or some of their Continue Playing 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 UPDATE - the "Copy/Paste" edition

Rooms 2.0

  • Room HUD constants can now display Inventory Item counts when used in Rooms 2.0.
  • Fixed some issues with Copy/Paste in Rooms 2.0.
  • Fixed some issues with Copy/Paste in Rooms 2.0.
  • The Manipulate Tool is now enabled in Room 2.0 rooms for a subset of players - use it on Maker Pen objects, NOT your friends.
  • Fixed some issues with Copy/Paste in Rooms 2.0. I'm refusing to fix them in shipnotes though >:D

General Improvements & Bug Fixes

  • Tweaked controller offsets for Vive players.
  • Launched an experiment that shows a Play action button on Room cards under the Continue Playing carousel on Watch Home and Play Highlight menus.
  • Fixed a bug where players would not receive their PS Plus Reward correctly.
  • Fixed a bug that showed the incorrect Carousel Title at the top of the View More page.
  • Fixed a bug causing spot lights with an outer angle > 90 degrees to get clamped to 90 degrees. Sorry, Pythagoras :,(

RecRoom Studio

  • You can now create an invention within Rec Room while performing Test Subroom! Previously, the invention creation flow would prevent this due to the Share Camera restriction, but now the invention is created with a stock placeholder image that can be updated later when not in Test Subroom.
  • New component: Rec Room Nav Mesh Cut. Use this to place dynamic obstacles that will form holes in your room's navmesh. Navmesh like Swiss cheeeeeese!
  • Fixed a bug where navmesh visualization might not appear unless you toggle the setting off and on again
  • Improved the performance when using the mouse to drag chips in the Circuit Editor window or while the Circuit Editor window is open. Swiss cheese and chips? It's snack time up in here
  • In Rooms 2.0 rooms, the order of the objects in the Maker Pen Scene hierarchy in RR Studio now matches the order those objects have in the Rec Room hierarchy.
  • Added a new Get.IsAnchored property to the Rec Room Studio Canvas Interaction component that outputs whether the local player is currently anchored or not.
  • Fixed a bug with the Rec Room Studio Canvas Interaction component where the player can end up not in cursor mode while still anchored to a menu.
  • Your watch should no longer close when anchoring to a RRS canvas UI using the Frame Screens Canvas mode.

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 "Just a Few More Shapes" edition

Full Body Avatars

  • While using a full body avatar, you can now purchase items from the dorm mirror.
  • We have updated logic for how the new full body avatars hold on to objects (you are now able to 'firmly grasp' items).

Custom Shirts

  • Added a 'Delete' button for Custom Shirts Inventory.
  • Added the ability to check whether a deleted item has been owned before, so that players can re-download for free through a new 'Get' button in the Store.
  • Added a 'Report' button on the Gift Notification page.
  • Added an 'Abusive Gifting' category to the player report page under the 'Trolling' category.
  • Added the ability to view custom shirts inventory as default sorted by newest added.

General Improvements & Bug Fixes

  • Active Player Definition Boards now display information on their Configuration page about the invisible chips that they create and the memory usage caused by those chips.
  • MakerPen advanced shapes are officially out of Beta! In a future update, we'll investigate the ink values for these.
  • The weapon stabilizer got updated, try a two-handed grab on one of the laser guns and see if you like it.
  • Fixed a bug where KO Consumables are deducted twice.
  • Fixed a bug where some hats would show adjustment sliders that didn't do anything.
  • Fixed a bug where a Dialogue UI could ignore its configured Billboarding Pivot Offset in multiplayer scenarios.
  • Fixed a bug where a Dialogue UI set to Enabled via the Configure tool instead of via CV2 might not show up properly in multiplayer scenarios.
  • Fixed a bug that caused event senders that were configured to a specific player to be sent incorrectly when operating on an invalid player.
  • Event Senders that are configured to a specific player will no longer generate network heat when sent to the local player.

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 "Look, Ma! My Hands are Reoriented!" edition

Full Body Avatars

  • The watch for full body avatars got some love! We added back in the clock face and fixed the quick chat menu on the right hand so it showed up properly when you turned to look at your inner wrist. Also, the watch band will properly change color to match your party's color now. Yay, colors!
  • New FBA Item Fixes: Updated sleeves for the Cozy Winter Coat, Overcoat, Blaster Suit, and Frantic Rabbit Vest.

Rooms 2.0

  • Fixed issue in Rooms 2.0 where players could sometimes select objects outside of their current scope after undoing/redoing.
  • Added a storefront prop to the Rooms 2.0 palette. More details below
  • Storefront V2 only supports Offers
  • You can change the color and material of the background
  • The background of can be hidden (from the Config menu)
  • Storefront V2 includes a circuit board for Enabling, Disabling, and inputting a List of Offers
  • Storefront V2 can be Synced or local (from the Config menu)
  • The watch page from the View More button on Storefront V2 shows Offers listed in a vertical-scrolling grid (rather than a horizontal-scrolling carousel)

General Improvements & Bug Fixes

  • We're continuing to iterate on the new third person mode with lots of bug fixes and gradually expanding the rollout to more players. This update also brings support for driving vehicles in third person!
  • Fixed an issue that could cause the PSVR calibration room to load incorrectly.
  • Added a setting to Interaction Volume V2 to allow the creator to hide/show the outline on hover.
  • Fixed a rare bug which would cause invention creation to fail.
  • We tidied up a whole bunch of throw animations across the game. Throws should all work the same mechanically, but just look and feel better in all cases.
  • Fixed a bug that occasionally prevented RRO storefront purchases from being claimed.
  • Tweaked the size of the buttons on the Dialogue component.
  • Fixed bug where Player Prompt Text did not filter out bad words. No more saying cuss words, guys!
  • Players on recent generations of iPhones should notice that they sound MUCH better when talking to others. Now you can eat your mic in 4K!
  • Fixed issue where undoing an auto-connected tube piece would delete the entire tube.
  • Updates to Player Prompt Multiple Choice and Player Prompt Text nodes:
  • Fixed prompts not working if some other dialogs were up (e.g. the friend online notification dialog)
  • Added a configurable option Replace Existing Prompt (defaults to false) that lets a new prompt squash an older open prompt, instead of failing immediately.
  • Fixed prompt not working if the player was on an old UI menu (e.g. change outfits)

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 “Look, Ma! My Hands are Reoriented!” edition

Full Body Avatars

  • All level 40+ players should have access to FBA now, check it out in your dorm room mirror!
  • FBA Beta fix: For items that are supposed to hide ears (ear covering hair items), or completely hide hands (ex: boxing gloves), the full body avatar will now do the right thing and properly remove that part of the player.
  • We fixed the strange "mouth askew" issue that you could only see on other players, and while fixing it, we improved the range of adjustments you can make for the full body avatar. You can still smirk if you want to!
  • We also did some work to prevent face features from colliding, so an avatar always has the right order of features from top to bottom: eyebrows, eyes, nose, then mouth… heeeeeead, shoulders, knees and toes (knees and toes!)
  • We gave our full body avatars the power of telekinesis! This will fix the issue where held objects are restricted by the length of your arm. We can’t wait to find out the unintended consequences of this!
  • More FBA item fixes for Steampunk Gloves and Dragon Knight Wrist
  • Sometimes when switching between avatar types, your avatar's ability to push buttons or trigger volumes with your hands stopped working. Fixed!
  • Swatted a bug where if you are previewing custom shirts using full body, you could then go to the Rec Center with the unowned custom shirt and see it in your local view (other's couldn't see the bug).

Rooms 2.0

  • Fixed an issue where a hierarchy could have different authorities for different objects within it. Just like the mitochondria is always the powerhouse of the cell, hierarchies will always match the authority of the root object.
  • Loading into a subroom from another subroom in the same room can now show the subroom name in the loading screen in addition to the room name.
  • Default custom locomotion graph now contains wall run and players now are able to perform wall run out of the box on the surfaces that are configured correctly. PARKOUR!
  • Supporting the pricing of Offers with Inventory Items. Offers priced with Inventory Items do not require RR+ membership. The price icons for these offers are customizable, similar to room currency in Rooms 1.
  • Added a new 'Get All Inventory Items in Room' chip. All your inventory items are belong to us (teehee).

Released the following from beta:

  • The Gun Handle and all related chips
  • Trigger Volume Get and Set Player Filter Tags chips
  • All Rooms 2 Moods chips
  • Player Aim Assist Tag chips
  • Player Get Is Room Contributor
  • Parse Time (what is… Time?!)
  • Not Equals
  • Modulo
  • Player Get Crouch Speed, Player Get Is Wall Running, Player Get Slide Speed, Player Get Steering Speed, Player Set Wall Run Enabled, Player Set Crouch Speed, Player Set Prone Speed, Player Set Slide Speed
  • Local Player Override Player Voice Rolloff, Local Player Clear Player Voice Rolloff
  • List Add If Not Contains, List Except, List Intersect, List Intersection, List Union, List Distinct
  • Instance Get Is Multi-Instance Event
  • Instance Get Lifetime
  • Handle Get and Set Player Filter Tags chips
  • Get HUD Element Enabled
  • Animation Get Frame, Animation Get Time Stamp, Animation Set Time Stamp

Touchpad Component (in beta)

  • Interaction Started/Ended events - On Screens this is when you start/stop using the Touchpad. On VR it is immediately before/after the Touch Started/Ended events.
  • Your Screen mode avatar is hidden from your own view while using the Touchpad, relying on the cursor rather than the hand.

General Improvements & Bug Fixes

  • Fixed an issue where in some cases one explosive might not properly detonate another explosive. KABOOM! And then also another KABOOM! And then also another KABOOM!
  • Squooshed a bug where swapping store pages would not restore your position on the page.
  • Scaling tubes & ribbons no longer leads to wild size changes
  • Added room-level events for interaction volumes! Note: these events, like their circuit board versions, only fire for the local player.
  • Started an experiment with a new invention saving menu UI. If this is you, make sure to give us feedback!
  • Added 'Gun Fired (All)' event to ranged weapons, including the projectile launcher. This event will run for all other players in the room when the weapon is fired, at no additional network heat cost.
  • Added 'Update' event in beta to run circuits at the current frame rate.
  • Unless the local player uses the maker pen, Rec Room will no longer automatically backup the room for them.
  • Deleted the redundant "Set Object" button for the Spawner Component.
  • Added a new chip in beta ("Rec Room Object Get All with Tag (new)"). This is similar to the existing "Rec Room Object Get All with Tag", but will return the objects in the same order for every player in a room. Just in case you didn’t like the randomness!
  • Fixed room cards (the thumbnails in the menu) not scaling properly on non-PC platforms.
  • Squashed a bug where the back button on a UGC storefront would redirect to a blank page.
  • Stomped a bug where games ended early in ^Legacy3DCharades. Guess you gotta earn your dailies the hard way 😤
  • Smushed a bug where canceling a purchase on Android would prevent you from attempting any more purchases.
  • For You rooms will start being recommended based on different data, let us know if you like the rooms you see!
  • We’re tweaking how Similar Rooms are recommended to you to prefer rooms that are similar, but also have players in them.

Rec Room Studio

  • Added new “Anchor UI” studio functions (Anchor & Detach) to the “Rec Room Canvas UI Interaction” component that allows creators to anchor a screen player’s camera to a worldspace UI, or move a menu to be anchored to a screen player’s camera and enable interactions using a cursor (PC/Console) or touch interactions (Mobile). VR is not supported… Yet.
  • Fixed "Paste as Child" for Maker Pen scene objects to ensure that the pasted objects are correctly initialized.
  • Our create (sub)room buttons now match the in-game behavior and will automatically open the newly created (sub)room
  • Include data for terrain in memory explorer (some painted tree & painted detail data still not included)
  • Fixed memory explorer estimates for some rarely used render target formats.
  • Crushed bugs where using the "Create Empty Parent" menu in the Maker Pen scene would not create a new Container in R2 rooms and would instead create an invalid state by moving the child objects to the main scene.
  • Resolved issues that caused some harmless error messages when setting default values on input ports using the Circuit Editor.
  • Improved accuracy of the CV2 row in the Memory Explorer.

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 "Look, Ma! My Hands are Reoriented!" edition

Full Body Avatars BETA Fixes

  • Fixed a bug where full body custom shirts do not appear immediately in the mirror after purchase.
  • Grabbed objects while using Full Body should now have the same orientation as when using Bean Body, and we restored all original orientations so it should feel just like it did in 2023.
  • Added a toggle in Miscellaneous Settings to allow players without full body access to still view and purchase full body items.
  • When seeing your full body on the title screen, during the loading screen, and in the avatar customization menu, your hands will pose and animate similar to how the bean body does.
  • Fixed a bunch of bad sleeves and skin gaps on the following: Pullover hoodies, Skeleton hoodies, Hoodies, Untucked tee, Tucked tee, Raincoat, Trucker Jacket, Royal Lady/Lord, Turtlenecks, Golfer shirt, Pioneer dress, Mirrored Glasses, Casual Cardigan, Bard shirt, Fortuneteller shirt, Mobster, Retro gamer, Shredder, Hiker shirt, RecFly vest, Cosmic Hero, Oversized Cardigan, Witch Hunter, Animal Sweater, Quarter Zip, Cupid, Male tee.

Dialogue UI improvements

  • Dialogue options are now larger and easier to press. I guess size does matter -_(tsu)_/-
  • Rich Text is now supported (e.g. <i>italic text</i>)
  • Fixed dialogue billboarding to properly face the camera
  • Reordered configure menu to be more configured
  • Fixed bug where dialogue weirdly snaps when configuring X offset if billboarding is enabled
  • Added default output exec port to object board: Text Finished Animating
  • Added default input exec port to object board: Clear Button State
  • Newly placed dialogues are now disabled by default
  • Fixed bug where dialogues always get enabled when loading into a room
  • Added configure option to disable dialogue options from showing up while the text is animating
  • Added configure option to automatically shrink the dialogue box to fit the text inside it
  • Fixed bug where dialogue never fully vanished when disabled for room owners
  • The hover effect on dialogue options is now more subtle - I didn't know they were chill like that B)
  • Fixed bug where Message Animation Finished event didn't fire if the user skipped the text animation
  • Non-interactable state is no longer semi-transparent
  • Added two new options for Speech Arrow Position: Top/Bottom Automatic. These decide if they should use left or right arrows based on the Billboard Pivot X Offset
  • Added two new chips: Dialogue UI Set Billboarding Pivot Offset, Dialogue UI Get Billboarding Pivot Offset. Use these to flip which side of a character a dialogue is on! Also added a new Billboard Pivot Offset Synced option in the configure tool to go with these new chips

Player Prompt Text & Player Prompt Multiple Choice Chip Updates

  • New "Player Prompt Text" chip in beta - this is an updated version of the old Prompt Local Player chip, which will be deprecated once this new version leaves beta. This version works more like the Player Prompt Multiple Choice chip, using the new UI and the same port layout. There are several more updates to Player Prompt Multiple Choice in this update which also apply to this new chip.
  • Updates to Player Prompt Multiple Choice:
    • Hitting "OK" now closes the watch if the watch was closed when you received the prompt
      • Hitting the X button now works the same as hitting the Cancel button
        • A warning now shows in the maker pen log if the chip is run while a prompt is already open
          • Newly placed chips now immediately pop open the watch by default instead of sending a watch notification. You can switch back to the old behavior with the configure tool, and you can switch old chips to the new behavior there as well.

            • Newly placed chips now dismiss the prompt if the player closes their watch after seeing it. You can turn this off with the configure tool, and you can turn it on for older chips there as well.

            General Improvements & Bug Fixes

            • Fixed an issue where the bow and crossbow could not be holstered in quest RROs
            • Removed slideshow from Rec Center, we're hoping to use that space for something different
            • Fixed an issue where inventory slots behaved differently in the lobby of Crescendo than they did in the game.
            • Fixed an issue where the PSVR login screen would appear backward for some users.
            • A new Local Player Is VR node has been added to the palette to assist creators in detecting the player's display type.
            • The Code of Conduct poster has been added to the list of allowed props in Rooms 2.0
            • Hid Rooms 1 specific features from Rooms 2.0 in the port picker and Rewards configuration UI.
            • Currency and Consumables is now InventoryItem in the Rooms 2.0 RoomHUD.
            • Active accounts created before 2024 should have received the Class of 2023 Shirt, keep an eye on your gift boxes!

            Rec Room Studio

            • Open your existing rooms or create new ones by clicking the "My Rooms" button on the Rec Room Studio window. You may remember this button was recently called the "Open a Room" button. Names were changed to protect the innocent.
            • Circuit Editor bug fixes and improvements
            • Fixed a bug where the "Keep Local" option was not honored when downloading Maker Pen Objects.
            • Memory explorer now provides an estimate of the memory required for the max player count for a 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 "Reloaded" edition

General Improvements & Bug Fixes

  • Fixed some cursed lookin' Full Body Avatar items that did not appear as they should when toggled to the bean avatar.
  • Fixed an issue preventing toggling between world and local space on the RequestSteering chip.
  • Fixed an issue that prevented Data Table Reward cells from being set back to 'None'. Now you can get 'none data with left beef'! (I know I'm old, Google it)
  • Search on My Events and My Clubs now works - find the perfect roleplay moment of your dreams!
  • We're trying out some changes to the Picture-in-Picture (top-right corner of the UI HUD)
  • Increased maximum circuit list size from 65 to 4096. (4096 number game in Rec Room when )
  • Handles in Rooms 2.0 will no longer "offset" from their compound object.
  • Check out these new chips now in beta: Set Position/Rotation/Transform in Reference Object Space, and Get Position/Rotation in Reference Object Space.

Rec Room Studio

  • Rooms created through RRStudio should now automatically have #beta content enabled. You can enable beta content on any existing rooms by changing and saving your Room Tags settings through RRStudio.
  • You can now create new custom Studio Props (RecRoomObject prefabs) simply by dragging an existing prefab or GameObject from the main Unity scene or Project window into the Maker Pen scene. You can also convert a Studio Prop instance back into a normal Unity scene object by dragging the object from the Maker Pen scene to the main Unity scene.
  • Fixed a bug that would cause the sub/room settings window to throw an exception under certain conditions.
  • Fixed an issue where auto-generated data could cause room validation to fail.
  • Better error messaging and handling of very loooooooooooooooooong file paths.
  • A couple little improvements to the circuit editor ;)

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 "Reloaded" edition

Full Body Avatars Beta Fixes

  • Fix for full-body avatars blinking out of existence for a few frames when you move close or far away from each other
  • Fixed a lot of see-through gaps on the body when wearing shirts, gloves, and shoes

General Improvements & Bug Fixes

  • Items will now be removed from your wishlist immediately after receiving the item.
  • Room anchors can now be added to all inventions, not just inventions made in the dorm or rec center.
  • Adding new properties to Room Inventory Items - Set Action Button Text, Enable Equip Button, Show Count in Equipment Slots.
  • Fixed some instances of Out of CPU Heat errors not providing context for which chip they came from.
  • The Player Prompt Multiple Choice chip is now available in Rooms 2.

Rec Room Studio

  • We now indicate whether a room is a legacy or R2 room when selecting a room to open, and in the Rec Room Studio window when a room is already open.
  • In R2 rooms you can now place new objects directly into containers, and you can copy, paste, and duplicate objects that are inside containers.
  • Fixing some artifacts when selecting objects in RRStudio.

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 "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

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