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Rec Room News

Rec Room PATCH - the "Coming to a Beta Near You" edition

[h2]General Improvements[/h2]
  • Fixes avatar not showing up in room load screen and new outfit thumbnails on Quest.
[h2]Bug Fixes[/h2]
  • Fixed an issue that could cause the CV1 spawner chip to move to an incorrect location.
  • Fixed a bug where the ACM palette menu would sometimes crash.
[h2]Rec Room Studio[/h2]
  • Use the "Test Room" button now to test your room locally without having to wait on a cloud build. We also made it 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.
  • 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.
  • 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.
  • This change avoids an exception thrown when loading a Studio Function Chip that references a Studio Function that is no longer defined in the room.

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

Rec Room PATCH - the "Coming to a Beta Near You" edition

[h2]General Improvements[/h2]
  • Animation Controller improvements:
  • Added the following chips into Beta: Animation Get Time Stamp, Animation Set Time Stamp, Animation Get Frame
  • 'Animation Set Frame' now generates the correct amount of network heat, and no longer scales its frame index with the animation speed.
  • Added a speed configure field.
  • Added confirm delete dialogs for frames and object connections.
  • Added 'Rec Room Object Reset' support to stop the animation and reset it to the first frame.
  • Increased frame cap from 49 to 100.
  • Reduced the ink to match the Animation Gizmo V1
  • New beta chip: "Request Velocity Set Over Duration". This is equivalent to "Velocity Set", except it will continuously apply the velocity until either the input duration elapses, the authority of the input object changes, or another impulse is applied from a different CV2 chip (whichever is soonest)
  • Added the new "Collision Detection Volume" component into beta! This is similar to the trigger volume, but works better for detecting at fast speeds and getting more data when hitting players or objects. This component is what is used in Make it to Midnight to detect Bonky's hammer hitting players, and we expect players will be able to pair this with the Swing Handle to make great custom melee weapons!
  • Added a new beta spawnable tool Dialogue UI, which is a floating text box with some optional labels, an optional directional affordance, and up to four buttons.
  • Beta update: Removed Throw Handle from Spawner components
  • Editing curve and ribbon control points improved
  • New to Beta: Swing Handle Component
  • Tweaked support for emojis and extended Unicode in chat
[h2]Bug Fixes[/h2]
  • Players should see improved stability when suspending the game on Xbox
  • Fixed blurry text for PCVR players
  • Fixed a bug where switching back from ACM forced the Maker Pen creation mode to "Move"
  • Enabled Advanced Creation Mode on the Oculus PC build
  • Shapes in Advanced Creation Mode now have labels
  • Arrow key navigation is available for all searchable tabs in Advanced Creation Mode
  • Saving a room with the Paste tool equipped no longer disables UI navigation on room load in Advanced Creation Mode
  • Runtime edited tags will now display properly when in Advanced Creation Mode.
  • Running 'Add Tag' chips with an empty string will no longer add an empty tag for Advanced Creation Mode
  • Fixed a bug with
    Disable Physics
    option that prevented it from working for some players in multiplayer scenarios
  • Fixed a bug that caused the Log String chip to not continue execution after saving a room with a synced Text Screen component
  • Fixed a bug with Swatch UI so that it updates correctly
  • Weapon prop beacon settings should now update properly between players
  • Fix object highlight outlines in mirrors on iOS
  • Cat Hat and Yeti Hat can no longer be adjusted to completely cover the player's eyes
[h2]Rec Room Studio[/h2]
  • Studio Functions provide a new way to author custom chips that interact with your Rec Room Studio prefabs. You can add Studio Functions to the Rec Room Object component on your Rec Room Studio prefab, and each Studio Function you create can be called by a Studio Function Chip that you can create and configure in-game with your Maker Pen.
  • Remove options from the Render Pipeline Converter that could break materials if used incorrectly
  • Fixed a bug where bloom/emissive materials weren't showing up correctly while in RRStudio.
  • Validate that cameras have an output texture set to prevent drawing directly to the main screen buffer
  • Improve camera validation messaging & add help links
  • Performance improvements for Playing or Uploading rooms
  • Fix the error "Could not initialize the Rec Room API. The type initializer for ... threw an exception"

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

Rec Room PATCH - the "Coming to a Beta Near You" edition

[h2]General Improvements[/h2]
  • Room Tag Update: Enhanced tagging system in Rec Room for better room discoverability and clearer genre categorization.
  • New chip: "Vector3 Inverse"
  • New beta chip: "Add Velocity (New)". This is equivalent to the existing "Add Velocity" chip, but when run against remote players it will immediately simulate the impulse locally to make it feel more responsive. Eventually, we plan for this chip to replace the existing Add Velocity chip. This chip makes Bonky's hammer delightfully thwacky in \^MakeItToMidnight.
  • Added beta events for the following player actions: Jumped, Landed, Grounded, Sprint Started, Sprint Stopped, Slide Started, Clamber Started.
  • Added the following player state getters to beta: Clambering, Crouching, Grounded, Prone, Sliding, Sprinting, Normalized Steering Speed.
  • "Player Get Equipped Objects" chip now properly outputs root objects in rooms with Hierarchical Building enabled
  • Get ready to build fun new content around players using the Share Camera! We added the "Player Took Share Camera Photo" event in Beta, which outputs position and direction at which a Share Camera photo is taken, and lists of players and objects in the captured photo.
  • On top of that, get your players posting about your room with the "Player Uploaded Public Share Camera Photo" event that invokes when someone in the room saves a public photo to RecNet
  • UGC storefronts in cloned rooms will no longer display room currency packages from the original room
  • Shapes in a container with an Interaction Volume will be highlighted when the player looks at the Interaction Volume
  • Players on some Android devices will see an increase in framerate
  • When sending a gift to a player, the selected player will now be highlighted
  • We revised the config menu for circuit and object boards to improve the experience of adding and managing ports. You can now see the type of existing ports, change a port's type without deleting and recreating it, and search the type assignment screen to cut down on scrolling. Plus those pesky plus buttons are gone, and it all looks better in Advanced Creator Mode!
[h2]Bug Fixes[/h2]
  • Fixed a bug that would cause scrolling to immediately stop when the scroll was ended -when it should have maintained some inertia and slowed to a stop gradually.
  • Fixed missing objects on some low-end Android devices.
  • Fixed a bug that could cause Moods V2 elements not to update properly.
  • Fixed missing circuit connections not rendering on Quest 2.
  • Resolved a disabled interactable slider that did not function in avatar customization. The slider will now correctly appear disabled.
  • Fixed colors on Cyber Skeleton avatar items.
[h2]Rec Room Studio[/h2]
  • Put the new "Rec Room Studio Disable Render In Share Camera Photo" component on objects you want to hide in Share Camera photos.
  • RecRoomObject prefabs can be opened directly from the hierarchy.
  • Running out of chip allowance in your RRStudio room? Delete the Object Board for a Studio Object using the Object Config menu accessed with the Maker Pen.
  • Ever wondered how your room is performing? Now there's an easy link to all of that info from RRStudio! Just click on the "link" icon next to your loaded room's name in the Room/Scene window.
  • Component types now show different instances on the Misc page of the Memory Explorer menu
  • Memory Explorer details view makes it easier to select the resource being displayed.
  • When 'Play' fails, the Console window comes into focus to display the errors that caused the failure.
  • Previously all the materials, textures, and meshes that are used in the provided RecRoom Prefabs would show up in the Project window, but you would get an error if you tried to use anything other than a prefab in your room. In order to reduce confusion, we've hidden those assets that aren't usable.
  • Fixed a bug that caused some rooms to fail to upload & build after running a validation fix.

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

Rec Room PATCH - the "Coming to a Beta Near You" edition

[h2]Room Progression, now in Beta![/h2]
Enable Room Progression in Beta rooms to add a semi-automated linear progression system. Use a Room Levels data table to set XP thresholds, set up your room's Progression watch tab in Room Settings, and use the XP chips to level your players up. As seen in Make it to Midnight - and best used alongside Rewards!

New event - Level ReachedNew chips - Player Award XP, Player Get XP, Room Levels (Data Table), Player Get Room Level
[h2]Room Level HUD, now in Beta![/h2]
Add progress bars and item balances to your HUD with the new Room Level HUD constant. Configure the constant to pick a HUD element and use the existing HUD chips to enable and modify it. If you've got Room Progression turned on, you can set some elements to update automatically based on level and XP. Same for currency and consumables!
[h2]New Chips in Beta![/h2]
  • Player Is Holding Maker Pen (useful for having different logic while creating vs playing)
  • (Float | Vector3) Smooth Damp
  • Vector3 Clamp Magnitude
  • Vector3 Closest Point On Plane
  • Vector3 Move Towards
  • Vector3 Project
  • Vector3 Project On Plane
  • Data Table Get Row Count
  • Data Table Get Column Count
[h2]General Improvements[/h2]
  • Contributors are now included in room earnings! The room owner can make any necessary adjustments to the earnings.
  • Currencies displayed on the progression page will now correctly display currency icons and images, and the colors will match the currency color.
  • Added 56 new sound effects from our melee weapons to the SFX Constant chip.
  • Quaternion Create chip now defaults to [0,0,0,1], also known as the "Identity" rotation (basically meaning "no rotation")
  • Added room permission settings to automatically assign player tags.
  • Saving the room after updating a data table will now automatically add a save description.
[h2]Bug Fixes[/h2]
  • Fixed a bug that sometimes resulted in invisible avatars.
  • Fixed an issue where the mirror would distort in VR.
  • Fixed a bug with the Save an Outfit Challenge.
  • Fixed various issues with player locomotion in corners:
  • Players cannot glitch climb up corners or small gaps
  • Improved behavior for getting stuck in a crevasse
  • Reduced frequency of duplicate landing sounds causing a weird noise
  • Fixed an issue where the "Set Velocity" chip would clear out rotational velocity on the object. All existing chips will become "Set Velocity (Deprecated)" chips that maintain the old behavior.
[h2]Rec Room Studio[/h2]
  • Added more informative error messaging for certain types of room load failures.
  • Copy/Paste support now includes Copy and Duplicate operations initiated from the Hierarchy tab's context menu.
  • Update the rendering of Maker Pen Shapes in Rec Room Studio to match both the mesh geometry and materials used in the main Rec Room client.
  • Fix a bug where the chip palette window would sometimes get stuck in a state showing no data.

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

Rec Room UPDATE - the "Coming to a Beta Near You" edition

[h2]Throw Handle, now in Beta![/h2]
  • Set up various cross-platform throwing behaviors by using the Throw Handle. Configure the Throw Handle to set throw speed and screens animation set, and detect a throw with the On Throw event.## CV2 State Machine, now in Beta!

Manage complex states with a State Machine! This is a special circuit board with a super power: only one child State is active at any time. These are pretty different from their old CV1 ancestor, so check out the Dev Blog for more info!

New chips: State Machine, State, Go To State, State Constant, Graph Get Is ActiveNew events: State Did Enter, State Will Exit
[h2]General Improvements[/h2]
  • Added a new Contributor room permission level between Moderator and Co-Owner.
  • Text chat can now be used with MakerPen ACM.
  • Modified the Everyone role in newly created Maker Rooms to add the #player tag by default.
  • Teleport players using Seated Mode can now crouch via button input.
  • Added
    List Clear
    chip in beta.
  • Added new Global circuits events: On Player Grabbed Object, On Player Released Object
  • Added new Player board event: Player Released Object
  • Added a new chip Rec Room Object Get Holder Player- ACM toolbar buttons are now clickable.
[h2]Bug Fixes[/h2]
  • Fixed players being able to vote kick in rec royale
  • Fixed players being able to vote kick opponents in Laser Tag, Paintball, and Dodgeball.
  • Fixed a bug where players could wear items they did not own.
  • Fixed a bug that allowed ranged aim assist to work through certain types of environment objects.
  • Fixed an issue where "Hide HUD" setting would mess up targeting on in-world UI.
  • Players should not be able to walk through the wall near the bulletin board anymore.
  • Fixed an issue when displaying the weekly challenges page.
  • Fixed a bug that could cause chips inside circuit boards nested in Player Definition Boards to contribute to the chip count when duplicated for each Player Reference Board.
  • Taking a room cover photo now works properly in PC keyboard+mouse Advanced Creation Mode.
  • Taking a room cover photo or event photo now drops all previously held items to prevent undesired dual-wielding.
  • Fixed an issue where copying groups of chips would sometimes cause them to have weird orientations!
  • Fixed a bug that could cause the 'Create Circuit Board' operation to cancel after 5 seconds with larger circuit graphs.
[h2]Rec Room Studio[/h2]
  • Added a bug reporting tool - find it under "Rec Room Studio > Report a bug...". This tool will provide the Studio team with extra logs and information to allow them to fix bugs faster.
  • Objects with inactive colliders when the room starts now behave as expected. When those objects are enabled, they have collision!
  • When opening a subroom in Studio that contains Reflection Probes and that was copied in-game, the Reflection Probe cube maps are now correctly copied in Studio, and do not need to be re-baked.
  • Expanded the capabilities of memory explorer:
  • Add a new overview page that provides a summary of memory across all platforms
  • Add "Misc Memory" tab that shows memory for components & other asset types
  • Change default sorting to sort by size
  • Change warnings to more visibly display in the details panel with a full message
  • Fix bug on causing miscalculation of the size of android cube maps
  • Performance improvements to reduce the amount of time needed to open the Upload & Build window.
  • Prevent accidental addition of components to objects in the maker pen scene that cannot have components on them.
  • Fixed a bug in the upload window where files were being incorrectly highlighted as too large.
  • Fixed a bug where RRS HUD UI would not show up.

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