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. italic text)
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 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 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 "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.