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Rec Room News

Rec Room UPDATE - the "Upgraded Bean" Edition

[h2]TLDR[/h2]
  • We're starting the Upgraded Bean experiment tomorrow - see if you're part of the experiment and let us know what you think!
  • Room contributors can now only be added by invitation.
  • Added chips that detect the player's input type.
  • Added a text filter to Event Sender and Event Receiver nodes which now allow you to sort and filter!
[h2]Avatars[/h2]
  • Some of you will soon have the option to try the Upgraded Bean Avatar, as opposed to your normal everyday Bean. Check it out and let us know how you like it - and if you really want to go back to your normal Bean Avatar, we added a switch so you'll be able to change back and forth no problem.
  • We updated how Full Body scaling works to allow your arms to better fit your avatar. Make sure you have good measurements and enjoy a better embodiment of your avatar!
  • Hat Adjustments work on Full Body. You can finally adjust the hat position of all of your favorite hats with full body avatars. And as part of this work, we also fixed the bug so you can "Use Legacy Position" once again for full body avatars (and eventually for the floating bean ;)
  • Made it so that Upgraded Bean players in VR won't have their camera level scale with their avatar's height.
  • Improved the performance of Avatar Customization windows.
[h2]General Improvements & Bug Fixes[/h2]
  • Made progress shortening the MakerPen's initial load time!
  • Room contributors must now be added by invitation.
  • We implemented a fix for mobile that makes fog more transparent and less harsh.
  • Some custom shirts that were priced under 1000 tokens weren't visible in the Watch, but now they are! :)
  • Added the new chips Local Player Is Using Controller, Local Player Is Using Touch, Local Player Is Using Keyboard and Mouse nodes, which have been added to the palette to assist creators in detecting the player's input type.
  • We addressed an issue that allowed the creation of corrupted inventions by ensuring when the MakerPen is dropped to take an invention photo and then picked up, the editing state of the MakerPen is restored.
  • Added a text filter to Event Sender and Event Receiver nodes which now allow you to sort and filter!
  • In Rooms 1, cloning a simple prop (Ex: basketball) using a directional clone handle would result in the clone being at the wrong position. We implemented a fix which disables collisions on the clone source so the clone won't immediately collide.
  • Fixed an issue where Sawhorse hats weren't appearing. We really had to start busting ghost hats the first week of spooky season?
  • Also fixed Sawhorse item thumbnails not showing up in Gift Notifications.
  • Added fixes for notifications in VR where the menu button wasn't behaving properly. Bad button! Bad!!!
  • Fixed an issue where the 'favorite friend' badge was getting cut off.
  • Added auto-assignable player tags in the updated Room Permissions tab.
[h2]Rooms 2.0[/h2]
  • Fixed an issue where a shape could end up with negative scale values when the scale tool was used. Now scaling will stop and you will receive a notification that you can not scale farther.
  • Increased the maximum amount of inventory items allowed in a Reward from 100 to 1,000,000. That's a lot!
  • Added polish to the MakerPen UX in the Hierarchy Tab.
  • Got rid of some settings in the Rooms 2 Permissions tab that were exclusive to R1.
[h2]Rec Room Studio[/h2]
  • New functionality is now available for Lights in Studio Rooms! The Universal Additional Light Data component now exposes an option for per-light specular contribution. Lights that have been upgraded to support specular contribution that are Spot lights also now can use the Inner Spot Angle to change the light attenuation.
  • Fixed a bug which caused buttons and some other Asset Palette prefabs to appear rotated incorrectly when dropped into the scene view.
  • Added a fix to avoid a bug in Unity that could prevent rooms from loading when the Unity project path contains multi-byte UTF-8 characters.
[h2]Experiments[/h2]
  • You know how on Screens you can pick up a blob of Shapes, pretend to throw it, and it will just stay stuck in the air? Well, what if instead of that you could precisely place the Shapes where you want? Now you can, which we hope makes building blocks and board game type experiences a bit more possible. Currently all Rooms 1 Shapes set to Decoration or Environmental have this as their main action (instead of pretending to throw them) but we hope to expand the capability to more objects in the future.
  • Added an experiment for when opening the customization page in the navigation bar, the page will display a back button, and clicking it will display the last Watch page instead of closing the Watch.
  • Starting an experiment that will replace imposter rendering with item thumbnails in the store. This shouldn't affect what you see, but will consume less memory!- Just putting it in here one more time, but we'll be starting the started an experiment for the Upgraded Bean, with rollouts to more players coming soon. Thanks for reading all the way down here btw, have a cookie (you earned it) :)

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

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

Rec Room UPDATE - the "Fall Cleaning" Edition

[h2]TLDR[/h2]
  • Fixed some bugs and issues.
  • Cleared out old code.
  • Starting a new experiment for some players that will show their entire FBA on the Title Screen instead of just your torso!
[h2]General Improvements & Bug Fixes[/h2]
  • Fixed a bug that would show an extra light strip above the "My Dorms" tab.
  • Fixed a bug where the 'free gifts' screen would cause the client to become unresponsive.
  • Fixed an issue where when trying to buy a gift, it took you to the 'item details' page instead of picking out who to gift.
  • Fixed an offset issue in the Watch UI that could happen anywhere, but most often on lower end platforms.
  • Reduced the amount of 401 errors players were receiving - the threshold for these errors is now higher, so you shouldn't see them as often!
  • Did some fall cleaning and cleared out some old dead experiment code.
  • Also fixed some memory regression with store pages in the Watch.
[h2]Experiments[/h2]
  • Beginning an experiment with changes to how the avatar appears on the Title Screen, showing the entire Full Body Avatar rather than just the upper torso. Now you can admire your legs in all their splendor and glory - before even signing in!

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

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

Rec Room UPDATE - the "All That and a Bag of Chips" Edition

[h2]TLDR[/h2]
  • Added Music Mode B)
  • We fixed a large performance regression with R2 rooms, and performance should be back to where it was a few weeks ago.
  • We fixed a longstanding issue with room reports - you can now include all the details you need or want to include with your room reports. Thank you rec roomers for flagging this one!
  • It's now more difficult for loading players to break rooms and we're providing better logs for loading issues.
  • A whole lotta chips are out of beta, check the list below!
[h2]Full Body Avatars[/h2]
  • We've convinced the hand grip animations to stop being stubborn and actually update the grip values when you change your grip. It's, it's, it's, hmm... Grippy !
  • Beginning a new experiment for some new players to start as a Full Body Avatar when loading into the game for the first time.

## Rooms 2.0
  • We fixed a performance regression where players would lose a significant amount of performance in R2 rooms compared to R1 rooms. Let us know if you're seeing improvement this week!
  • Multi-selecting components with the connect tool now properly parents the object boards without causing any existential crises.
  • Ribbon tubes from R1 rooms now have their passports and can travel safely to R2 without getting lost in the code.
  • Fixed an issue where R2 invention containers and shapes were playing hide and seek and not tracking to the correct invention. They've been caught and are now behaving.- We made external parent wires hidden when in a lower scope. This fixes the behavior of "Hide Higher Scope Boards" so that the wires of higher scope boards are hidden in addition to the chips, now you'll no longer get floating wires.
[h2]General Improvements & Bug Fixes[/h2]
  • Fixed the broken room report UI where there was an aggravating text bug that would make it difficult to type a lot of details in a room report. you can now include all the details you need or want to include with your room reports. Thank you rec roomers for flagging this one"
  • Spammers be gone, we disabled the "Go To" button for non-friends in all situations.
  • Leaguers can now sign in relief, we fixed an issue where teleport and snap rotating players could send items through the ground.
  • The maker pen menu buttons now have a consistent font size and won't go through identity crises when clicked.
  • Expanded out a white bar UI issue with the Friendotron.
  • Made it more difficult for loading players to break rooms.
  • Improved the messages for circuit errors you get when a player receives CV2 events before they've fully loaded.
  • The Gun Handle Released event was feeling shy and refused to fire after reloading, but we've boosted its confidence with a pep talk and some bubbly. It's now firing as expected!- We have removed Portrait Mode! You will enter the game on mobile in Landscape mode from now on.

  • We've added a new voice chat setting for those of you who like to play music or have their mic tuned just the way you like it. You can find "Music Mode" in the "Advanced Microphone Settings" section of the audio settings page.- Improvements to the 'copy code' and 'share link' buttons.

  • "Copy code" button copies just the code now.

  • Changed the text on the "copy link" button to "share link".

  • Screens and mobile players can now press buttons even when you're reeeeeally reaaaaally close to them. Like super close.
  • Fixed scroll snapping when changing pages in the Watch, so now it'll look silky smooth B)
  • Added a "view invention details" button for both R1 and R2 inventions. When you have any part of an invention selected, a menu option will be available that says "View Invention Details", which will then take you to the invention details page. Pretty neat, huh?
  • When deleting points from a curve shape (MakerPen), you can delete all but two points instead of one so that the bad things don't happen :)
  • The report button should now appear on player profiles that are blocking you. No spam reporting for being blocked please, but do report if you've experienced CoC breaking behavior.

  • The following chips are now out of beta! (including some event ones ahead of RecCon!)

  • NavMesh Sample Position
  • Objective Marker
  • Objective Marker Attach To Player Or Object
  • Objective Marker Get Color
  • Objective Marker Get Current Distance
  • Objective Marker Get Distance Enabled
  • Objective Marker Get Enabled
  • Objective Marker Get Fade Threshold
  • Objective Marker Get Label
  • Objective Marker Get Label Enabled
  • Objective Marker Get Position
  • Objective Marker Get Target Object
  • Objective Marker Get Target Player
  • Objective Marker Set Color
  • Objective Marker Set Distance Enabled
  • Objective Marker Set Enabled
  • Objective Marker Set Fade Threshold
  • Objective Marker Set Label
  • Objective Marker Set Label Enabled
  • Objective Marker Set Position
  • Quick Chat Table
  • Quick Chat Table Set Enabled
  • Leaderboard Get Projector Enabled
  • Leaderboard Set Projector Enabled

  • Spawnable tools: Leaderboard Projector

  • And some chips have been added to beta ahead of this year's RecCon!

  • Add Chip: Destination Event Constant
  • Add Chip: Destination Event Variable
  • Add Chip: List
  • Go To Event
[h2]RRStudio[/h2]
  • Added a new field to the Canvas Interaction component in Rec Room Studio to let you force control hints to show up for all platforms on a canvas. You can also use this to suppress control hints on all platforms, in case of an extra dense UI.
  • By default, Screens players always see control prompts for UI, and touch players do not. This default is not new behavior, but is subject to change in the future.
  • The Grabber template in RRStudio got a little TLC to stop those pesky non-serialized component issues.

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

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

Rec Room UPDATE - the "Bool spits lazy facts" Edition

[h2]TLDR[/h2]
  • Bool chips are now lazy but also faster and more efficient!
  • Your saved outfits with custom shirts can be worn again. Show me that fit!
  • The Pathfinder will make better choices on where it is going (or not going).
[h2]Full Body Avatars[/h2]
  • Addressed that pesky issue where custom shirts in saved outfits were playing hide-and-seek. They're back, front and center where they belong.
  • Fixed an issue where VR players in Full Body Avatar could experience minor hand jitters under certain circumstances.
[h2]General Improvements & Bug Fixes[/h2]
  • Bool chips got smarter and lazier, now they'll stop working as soon as they know the answer, saving heat and preventing circuit errors. Bool chips will now 'short circuit' when possible, such that they do not evaluate the remaining inputs when the output can already be determined. This includes 'And', 'Or', 'Nor', and 'Nand'.
  • Put an end to the twisty-turny drama with tube and ribbon curves snapping. You can no longer snap grid point rotation when creating a curve with a tube or ribbon. When grid snapping was on, the curve control points could end with rotations that did not match user expectations.
  • Added a new Circuit Board Maker Pen "Scale Control Panel Offset" tool setting. The setting defaults to true/on - maintain current behavior. When it is set to false/off, the control panel will maintain a constant distance from the object when the object is uniformly scaled.
  • Squashed the bug where tapping a deep link might take you on an unexpected detour to your Dorm instead of where you wanted to go. Now you'll land where you intended, no surprise pit stops!
  • Eliminated a persistent autocomplete dropdown bug where autocomplete options appear persistent on the screen even when players aren't actively interacting with the input text field.
  • We uncrossed our wires to fix a bug where when using wire on an input circuit pin, the config menu wouldn't always pop up on your maker pen UI.
[h2]Rooms 2.0[/h2]
  • Taught Pathfinder to listen better to the Rec Room Object Reset chip, it's finally maturing :,)
  • Pathfinder also learned to think before acting. If it gets two requests during the same frame, it'll now go with the most recent one, like the true multitasker it is.
[h2]RRS[/h2]
  • We optimized slow Studio Function Animator method calls to
    Animator.SetFloat(string name, ...)
    ,
    Animator.SetBool(string name, ...)
    and
    Animator.SetInteger(string name, ...)
    to substantially reduce performance impact when these are called frequently.
  • Squashed an exception that could occur during a domain reload when the Asset Palette tab is open.

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

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

Rec Room UPDATE - the "Dry Eyes" Edition

[h2]TLDR[/h2]
  • Updated grabbable items and consumables for Full Body Avatars, now you can finally pour water into your mouth (instead of your eyes) on Screens!
  • Touchpad component changes
  • Patched glitch-grabbing exploit for longbow and goblin wand
[h2]Full Body Avatars[/h2]
  • Sometimes hands felt a bit clunky when releasing grabbed items, like there was a kind of ghost collider getting in the way of whatever you were holding as soon as you dropped it. We found the ghost and exorcized it. (Who you gonna call? Coach busters!)
  • We took a pass at the 500+ items you can grab in the game and updated how they look in your hand and how you look when drinking and eating. For example, you'll no longer pour the water bottle into your eye when trying to take a drink on screens. There are just a few challenging outliers (like the Rec Royale Glider) that need some special love - we'll get to those in a future update.
  • Fixed watch lag and anchoring in VR for FBA.
  • Repositioned FBA seated positions to align with bean offsets.
[h2]General Improvements & Bug Fixes[/h2]
  • Reduced temporary memory allocations during circuit execution by removing extra enumerator allocations in foreach loops caused by the interface.
  • Function definition nodes can now be cloned and put into inventions.
  • When wiring together incompatible ports on chips in a beta room, a conversion chip will automatically be inserted between them when possible.
  • Fixed a bug that could cause issues with Player Boards for joining players with a custom voice rolloff player trait.
  • Added a setting to Interaction Volume V2 to allow creators to hide/show the outline while hovering.
  • Fixed a bug where party or club chat would be un-selectable when switching tabs.
  • Fixed the size of room and item card loading placeholders that were loading in at the wrong size.
  • Fixed an issue where bogus VR tracking data could cause rendering issues
  • Okay, don't get too mad at us, but we had to patch the glitch-grabbing exploit for the bow and the wand in VR. Sorry, gang.
  • Fixed broken behavior after unlinking an account from a device. Don't worry, guys - we turned it off and back on again.
  • Fixed a bug where some text validation was not run on Xbox input prompts.
[h2]Rooms 2.0[/h2]
  • Baked a fix for issues with non-hierarchical NavMesh baking in R2 rooms.
  • Fixed an issue where when using the connect tool to reparent objects in R2, a selected item may go out of scope and should no longer be selected
[h2]RRS[/h2]
  • Fixed issues with the copying of Clamp, Rotator, and Piston content from legacy rooms and pasting them into Rooms 2.0 rooms.
  • Square up! Cubemaps will now have a more optimal texture format automatically applied for mobile platforms.

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

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