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Rec Room News

Rec Room PATCH - the "Extreme Fire Crunch" edition

[h2]General Improvements and Bug Fixes[/h2]
  • Rec Room Object tags now support home values. Additions or deletions performed with tags through circuits will no longer save with the room, and will be reset when the room or object is reset.
  • We've added a 'Bake Tags' button to the Maker Pen Circuits Settings page. The goal was to allow players to turn tag sets into warm delicious cookies; but instead it seems to allow players to save tags set through circuits.
  • Improved the placement of the scale and move handles when using the Transform tool within a shape container with the "Rotate Around" pivot set.
  • Fixed Room Door destination when multiple Welcome Mats are in subroom of current room.
  • Shirts don't go that way! Fixed avatar items appearing sideways in the display case.
  • Fixed a bug that caused the 'Can Use Play Gizmos Toggle' permission to incorrectly default to 'disabled'.
  • Fixed circuit error chip tracking for the 'If Local Player Should Run', 'If Player Is Local', variable chips, and remote Event Sender chips.
  • Fixed a bug that caused port previews to rotate incorrectly when viewing them in VR.
  • We're testing a "+" button next to the Token and Room Currency Balance that takes you to the page for purchasing more
[h2]Rec Room Studio[/h2]
  • Creators can now create new rooms without leaving Unity! In the "Open Room" dialog, enter the name of the new room you wish to create and, if that name is not in use, click the "Create" button to create the new room.
  • Also in the "Open Room" dialog: creators can now search through a list of subrooms.
  • Things that cannot be cloned in game (i.e. Role Chips) now also give you an error if you try to copy/clone them within RR Studio. This increases consistency when creating things both in game and in RR Studio. You can see if any built-in item is cloneable by checking its
    RecRoomObjectInstance
    component.
  • Memory explorer can now help you find large or duplicate meshes that might be contributing to room memory bloat.
  • Alpha testing now works for Rec Room Studio/Lit shader on Quest & Pico.
  • Fixed an issue with Rec Room Studio rooms where Studio Objects that have a Physical PhysicsMode did not work for non-authority 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 PATCH - the "Extreme Fire Crunch" edition

[h2]General Improvements and Bug Fixes[/h2]
  • Teleport VR players will no longer get trapped in legacy flying mode.
  • Fixed an issue that was preventing teleport VR players from picking things up with their left hands.
  • Fixed bug where copy-paste MakerPen tool was disabled.
  • Chips will no longer appear as grey boxes.
  • The following CV2 chips are now out of beta and available for use in all rooms: Show Purchase Prompt, Award Consumable, Award Room Key
  • Added the ability to activate a consumable directly from the purchase page.
  • Added the ability to tell what items in a UGC storefront you own already just by looking at it.
[h2]Rec Room Studio[/h2]
  • The version of RR Studio that you are using now shows up in the Title-bar of Unity! This should make it easier to send screenshots of problems as you no longer have to go to the
    About
    window for RecRoom Studio to show Devs which version you're on.
  • Initial version of the "Memory Explorer" tool. Memory Explorer is the first of a set of performance-focused tools that we're working on. It's intended to be a hub for estimating the memory cost of your room on different platforms. Initially, it only supports textures & render targets, but will be expanded over time with meshes, audio, animation, video, and any other large-level resources.
  • There is now a
    Documentation...
    link within the
    Rec Room Studio
    drop-down in the Unity UI.
  • Adding Rec Room Studio content to a room will no longer change the visual post-processing settings. (Translation: uploading a room from Studio for the first time won't make it lose the blue tint.)
  • Fixed a Studio bug where Visual Post Processing effects would stop displaying in the scene view.
  • Fixed a bug where the Environment Lighting settings in rooms uploaded from Studio would be ignored.

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 “Extreme Fire Crunch” edition

Circuits Updates


  • Event Sender chips configured to Room Authority of Authority will no longer take network heat when the target player is local.
  • Player Logic Boards have undergone some restructuring in order to improve performance and reduce their impact on the chip limit.
    • Player Logic Boards for each player will no longer count towards the overall room chip total. (Chips in Player Definition Boards will still count.)
    • Player Logic Boards will no longer appear over Players' heads.
  • Rename "HUD Element Constant" to "Game HUD Element constant"
  • In the config menu renamed button "Preview HUD Element" to "Set HUD Element Values"
  • New Chip: ‘Game HUD Element Set All Values’ overwrites HUD element with input constant’s home values.
  • Fixed a bug that could cause the 'Create Circuit Board' operation to break the Maker Pen.
  • (Beta only) You can now configure Circuit events to fire when a player purchases a Room Key or a Consumable.


## General Improvements and Bug Fixes

  • Restored presence info for each player on the friend page, so that you can better see what your friends are up to.
  • Windows Standalone now auto-focuses input fields for Room Chat and Maker Pen search, just like Steam.
  • Fixed a rare case where players would be missing most content on their Home screen.
  • Fixed a VR issue with incorrect initial rotation on a drag move/rotate operation when using the maker pen with the move or transform tools.
  • Bundle store displays will now always show the rarest items first.
  • Fixed a bug where the clothing customizer would not be available immediately after purchasing RR+.
  • Fixed a bug that caused extra undo steps to be added when creating shapes.


## Rec Room Studio

  • Rec Room Studio no longer includes its own copy of Rec Room. Please install the latest Rec Room build via Steam or from rec.net. Make sure to launch Rec Room before running "Play Local."
  • Objects created in Rec Room Studio for the orange scene now have consistent default values with objects created in-game with the Maker Pen. This provides more consistency across Rec Room Studio and Rec Room.
    • Wall running and clambering are now defaulted to true.
  • Fixed an issue with setting custom texture sizes in Rec Room Studio for textures with resolutions smaller than 32x32.
  • Fixed a bug where sending a room reset event in a Studio room could break the lighting.


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 “Extreme Fire Crunch” edition

[h2]Saved Outfit ++ Part 2[/h2]

We are rolling out a glammed-up Outfit page with some hotly requested features:
  • Set a custom thumbnail for your outfit on the new edit page!
  • Erase old outfits to free up outfit slots
  • View the elements that make your favorite fits
  • And make your best looks public to add them to your portfolio!


[h2]Storefront Improvements[/h2]

We will be gradually rolling each of these features out to all players:
  • Item Cards on the Storefront Preview page will now include a Buy button, which brings the player directly to checkout.
  • Creators can now resize Storefronts to include more Item Cards on the Preview page.
    • Up to 50 cards from the Storefront's first carousel can be displayed.
    • Storefronts can be as large, small, short or long as you want them to be... up to 50 slots in either direction!


[h2]General Improvements and Bug Fixes[/h2]

  • Added an exclusive or (xor) chip.
  • Now when doing a drag move with the transform tool and the pen is moved between the up and down buttons, the selection is rotated to match pen rotation.
  • Fixed a bug where joining a room via a meetup link resulted in the player not being in the party.
  • Players will no longer see an error message when trying to go to a friend that previously invited them to a different room.
  • Fixed an issue that affected switching back and forth between the maker pen and the charades pen.
  • Fixed an issue with shape creation mode; scale no longer adds an extra undo entry.
  • Fixed an issue where audio would not play when rotating objects with Rotate Tool.
  • Fixed an issue where shapes would not highlight when hovered with Manipulate Tool.
  • Fixed a bug that could cause old rooms to fail to load circuits.
  • Fix for vignette effect not showing up on iOS with graphics set to high quality.


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

Rec Room UPDATE - the "Extreme Fire Crunch" flavor


The "All That and a Bag of Chips" edition continues to be stuffed full of so many new and improved Circuit goodies that we can't fit them all into one update. Enjoy the intense sweet-hot taste of Extreme Fire Crunch Flavor dropping in with these 7 spices for better player interactions and smoother creation features:
[h2]Interaction Volume V2 object in Beta![/h2]
Creators! The new Interaction Volume V2 object in the Maker Pen Palette has everything the old Interaction Volume can do, and more:
  • Interaction Volume V2 supports hold interaction with a configurable duration
  • Interaction Volume V2 supports preserving hold progress if a hold interaction is canceled and not finished
  • Interaction Volume V2 supports applying movement speed multiplier (0 -1) while player's performing a hold interaction
  • Interaction Volume V2 supports more hold-interaction-related events on the Object Board (On Hold Started/Ended/Update, etc.).
  • Plus, all existing Interaction Volume chips will also be able to work on Interaction Volume V2.

But wait, there's more! The new Interaction Volume V2 also has these exclusive chips:
  • Interaction Volume Get Normalized Progress
  • Interaction Volume Set Normalized Progress
  • Creators can use these chips to read and write the hold progress on Interaction Volume V2 LOCALLY.
  • Note that both of these chips will only throw errors (and not useful functionality) if used on an old Interaction Volume
[h2]Gun Handle & Trigger Handle Improvements[/h2]
We aimed at taking out a slew 'o bugs with the Gun Handle You did?Yeah, want me to list them all?Go ahead... shoot.
  • The
    Primary Action Pressed/Held/Released
    events now work even if you have "Natural Grip" turned on in VR
  • The
    Primary Action Pressed/Held/Released
    events now only respond to the index finger trigger in VR
  • In VR, you can now trigger a reload by grabbing the handle using either trigger on your opposite hand. (Previously, it had to be your index finger... which felt weird.)
  • The
    Reload Action Pressed/Held/Released
    events are now always only received by the player holding the gun handle. (Previously, it depended on whether they were in VR.)
  • The
    Primary Action Held/Released
    events no longer fire when you're picking up the gun handle. (We brought this fix to the Trigger Handle too!)
  • Fixed a bug in VR where holding a Gun Handle in each hand would result in circuit events only being fired for one of them
  • Fixed a bug in VR where Gun Handles sometimes wouldn't work if they were put in your hand using the
    Equip Object
    chips
[h2]Combat Circuit Event improvements[/h2]
Gun handles aren't the only combat features we've been working on. Check out all these new Circuit features to ramp up the action in your rooms!
  • Added 'Melee Hit Player' event in beta to the Player Definition Board
  • Added 'Projectile Hit Rec Room Object' event in beta to the Projectile Launcher object board
  • The Projectile Launcher now supports a Rec Room Object specific damage value, accessible through the configure menu as well as the new beta chips: Look for the Projectile Launcher Set Rec Room Object Damage and Projectile Launcher Get Rec Room Object Damage chips.
  • Added new chip Projectile Launcher Get Firing Player in beta
  • Deprecated and replaced the 'Explosion Hit Player' event in the Player Definition Board. The new event will now work with most explosives
[h2]Clothing Customizer Improvements[/h2]
A handful of custom shirts improvements are gonna be rolled out a bit at a time, so some of you will start to see:
  • Added buttons to the clothing customizer to scale the customizer up or down
  • Stop, it's perfect. We added a button to the clothing customizer to freeze the customizer
  • Riffing on your designs is now easier! We added a button to a custom shirt's Edit page to copy its design to the clothing customizer
  • Added an option to show the backside of your custom shirt in the store thumbnail
[h2]General Improvements and Bug Fixes[/h2]
  • Doors V2 and Destination constant chips now support private rooms. Like Door V1 (Legacy), they will only transfer the player if they are an owner of the private room.
  • Released the following from beta: Sun Direction V2 component, all Moods V2 chips, Clamp, List Copy, Player Get Room Index, Room Index Get Player, Player Is In Party
  • Added Overlap Box and Get Angular Velocity chips in beta.
  • The output of the Overlap Sphere chip is now sorted by the distance in ascending order.
  • Improved text clarity for PC VR.
  • Touch now has the option to turn off Auto Sprint, which enables a manual sprint button in the lower right corner.
[h2]Rec Room Studio[/h2]
  • Uploads with changes only to the Maker Pen scene are now instantly available in the game with no need for a lengthy cloud build
  • Fixed a Studio issue where SendCircuitsEvent calls on AnimationEvents or disabled components were not causing the generation of an event in that object's Object Board
  • The upload and download window got some updates including the ability to see a removed file, sort by size, and display meta-file changes
  • UnityEvents on an EventTrigger that calls SendCircuitsEvent now automatically update the Object Board when rebuilding the board
  • Memory usage for Rec Room Studio rooms has been improved, making room load a bit more stable for low-memory devices
  • Room Save Inspector panel got some polish

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