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Rec Room News

Rec Room PATCH - the "Full Body Beta Buddies" edition

[h2]Rooms 2.0[/h2]
  • Legacy inventions will now be sorted into their own palette filters in Rooms 2.
  • Fixed a bug where Rooms 2 rooms might show a notification saying that players are editing the room when they load in, even if they are not and/or are not able to use the maker pen. Sorry, you weren't allowed to edit My Little Monsters after all. :,(
[h2]Full Body Avatars Improvements & Bug Fixes[/h2]
  • Costume creators can now require players to auto-switch to the floating bean avatars when wearing their costumes. Just configure your costume and turn off the "Allow Full Body Avatar Type" setting. Previously-created costumes will have this toggled off by default.
  • Melee strikes and charge attacks for full body screen players weren't looking quite right with the Fish, Cutlass, Frying Pan, Oar, Pitchfork, Push Broom, SwingHandle, QuestSword, Whip, Stool, and Shovel. The animations, especially with how the off-hand was working, is looking much better.
[h2]General Improvements & Bug Fixes[/h2]
  • Beta content can now be saved into inventions! Inventions that contain chips or objects that are in beta can only be spawned in beta rooms, and will not be publishable until they are re-saved without any beta content.
  • We are re-organizing your Dance moves. Some players will find them in the Gestures radial menu on a second tab while in third person. Get yo groove on
  • Added 'Quick Chat Table' and 'Quick Chat Table Set Enabled' chips in beta.
  • Added 'NavMesh Sample Position' chip in beta.
  • Released the following from beta:
  • The Grabber component and all of its chips
  • Player Get Voice Rolloff Distance and Player Set Voice Rolloff Distance
  • Local Player Is VR
  • Rec Room Object Get Root Object
  • Root Object
  • Root Player
  • Improved player voice quality in some rooms. Now your mic will be even crispier when you eat it! (We actually don't recommend you do that.)
  • All HUD chips are now called Generic "HUD Element..."
  • Additional UI optimization work
  • Added a fix that prevents rare situations where player data might not load correctly.
  • Fixed dark overlay on watch page section headers.
  • Fixed a bug that prevented sorting options from working as expected in palette search.
  • Fixed an issue where improperly configured Circuits Audio Constants would not log errors.
[h2]Experiments[/h2]
  • Experimenting with performance impact on a new feature that allows for customization everywhere.
  • Experimenting with room carousels, tags, and display room limits in the Play menu.
  • Began an experiment where some rooms will use a more optimized network bandwidth model.

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 "Full Body Beta Buddies" edition

[h2]Full body avatars[/h2]
Your full body avatar got some updates (and if you didn't know already, everyone has access to the beta)!
  • We tweaked how it looks when you're carrying items (like guns and swords).
  • Strafing was added for when crouched or prone to remove the awkward backbreaking twists.
  • Some basic idle animations were put in to make you look super cool even when standing around. We look forward to your full body "I'm on screen mode!" VR dancing imitations.
[h2]Rooms 2.0[/h2]
  • Replicators can now update their Target Object just by changing the hierarchy! Instead of the config menu, you can also set the Target Object just by using the Connect tool to set an object as its child.
  • Fixed an issue where certain inventions could cause room corruption in Rooms 2.0.
  • Fixed a bug that prevented saving inventory items to rewards in Rooms 2.0.
[h2]Rec Room Studio[/h2]
  • Fixed an issue with creating object boards for some props (like Blunderbuss and Laser Pistol) when those objects are created in RR Studio.
  • Fixed a bug with the Inspector where changes to Physics Mode and Basic Interactions properties on objects were not applied.
[h2]General Improvements & Bug Fixes[/h2]
  • Errors logged through variable changed events will now highlight the correct chip when selected in the circuits log.
  • As part of an experiment, some players will get a reminder that they can block and mute a player before/after they report that player.
  • Event Receivers for variable "Change" events now pass along the new value of the variable, so you can more easily get the new value when it has changed!
  • Disabled ability to MOVE any room with LimitsV2 enabled.
  • Bug fixes around room cards in Play Highlights page.
  • Fixed a bug that could cause inventions to remain visible in the palette after they were deleted.
  • Fixed an issue where players would see the 'clone' button on rooms that they were not able to clone.
  • Added Cornelius Cryptid. He's in need of a new monster caretaker, head over to \^MyLittleMonsters if you're interested!

Rec Room UPDATE - the "Fun with Functions!" edition

[h2]Circuits[/h2]
  • 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!
[h2]Rooms 2.0[/h2]
  • 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.
[h2]General Improvements & Bug Fixes[/h2]
  • 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.
[h2]Rec Room Studio[/h2]
  • 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.)
[h2]Experiments[/h2]
  • 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

[h2]Rooms 2.0[/h2]
  • 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.
[h2]General Improvements & Bug Fixes[/h2]
  • 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.
[h2]Rec Room Studio[/h2]
  • 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.
[h2]Experiments[/h2]
  • 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

[h2]Rooms 2.0[/h2]
  • 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.
[h2]General Improvements & Bug Fixes[/h2]
  • 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.
[h2]RecRoom Studio[/h2]
  • 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.
[h2]Experiments[/h2]
  • 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.