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Rec Room News

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.

Rec Room UPDATE - the "I'm Famous in Rooms 2" edition

[h2]Rooms 2.0[/h2]
  • The Replicator is now going into Beta - it's a new gadget in Rooms 2 that allows creators to create copies of another Target Object in the scene. A Replicator can be configured to set its Target Object as well as its maximum copies, and then can Spawn and Return those objects during gameplay. For more in-depth information, stay tuned for an upcoming blog post!
  • Added Streaming Camera Point in Rooms 2, now you can make even sicker TikTok edits, shoutout this little beauty
  • When Rooms 2 loading screens show a subroom name, they now show it in a separate line of text
  • Fixed a bug where invention creation would sometimes fail in Rooms 2.
  • Fixed a bug where the Room Inventory page would sometimes show incorrect items after adding/removing items and then equipping via CV2.
[h2]General Improvements & Bug Fixes[/h2]
  • Disc Golf has an update?! We've fixed some issues with the way frisbees are thrown - animations now look more natural and your throw will actually go towards the cursor now!
  • You can now Favorite items in your Maker Pen palette for an easily accessible list. Easily add a ham in every room! Or multiple hams. Or a whole ham house. Really anything you want (but ham is preferred).
  • Hey creators! In the process of building our new RRO, we've added a couple new animation sets to the Swing Handle, and they're now available for you to use in your rooms. If you configure your Swing Handle, you should now find options for "Handaxe" and "Pickaxe Heavy". Have fun!
  • Made scrolling speed more consistent on consoles. Additionally, rotating the avatar on the customization page is much more responsive.
  • Changed where the cursor starts when using gamepad, the cursor now starts on the play button when the app starts.
  • Added additional controller compatibility for iPhone and iPad - both now fully support Joy-Con and Pro Controller over Bluetooth on the latest version of iOS. (Before anyone starts speculating, you can also use PLENTY of other controllers on iOS via bluetooth).
  • We have improved the performance and visuals of account cards. These changes will start showing up for some of you soon!
  • Launched an experiment that shows a 'Similar Rooms' action button on Room cards that shows similar rooms.
  • Fixed a bug that could cause player boards to not be assigned correctly.
  • Fixed a bug that caused the 'Toggle Button Set Is Pressed' chip to only function on room authority. The chip has been deprecated and replaced.
  • Converted some invention dialogs to the new UI.
  • Removed unused code, libraries and assets.
[h2]Rec Room Studio[/h2]
  • Studio Objects can now add Vector3, Quaternion, and Color values as Exposed Properties.
  • Fixed a bug where moving individual shapes in R2 rooms would not always redraw the shape correctly in the Scene view.
  • Included per-platform memory estimates in the upload window.
  • When creating a new Studio Prop by dragging a prefab from the main Unity scene to the Maker Pen scene, fixed a bug with ensuring that scene overrides to values on the prefab are captured in the new Studio Prop. Similarly, when moving a Studio Prop from the Maker Pen Scene back to the main scene, ensured that any overrides made to the prefab are also preserved when converting.
  • Fixed a bug that could prevent rooms from opening (with a NullReferenceException) if a prefab in that room was changed to be a RecRoomObject prefab while the room was not open.
[h2]Experiments[/h2]
  • Started a voice tech experiment - some rooms might sound different, make sure to let us know what you think!
  • Began an experiment for juniors - when juniors are in their dorm and invite others to play together, they'll have a popup for the Rec Center, some RROs, or some of their Continue Playing rooms.

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 "Copy/Paste" edition

[h2]Rooms 2.0[/h2]
  • Room HUD constants can now display Inventory Item counts when used in Rooms 2.0.
  • Fixed some issues with Copy/Paste in Rooms 2.0.
  • Fixed some issues with Copy/Paste in Rooms 2.0.
  • The Manipulate Tool is now enabled in Room 2.0 rooms for a subset of players - use it on Maker Pen objects, NOT your friends.
  • Fixed some issues with Copy/Paste in Rooms 2.0. I'm refusing to fix them in shipnotes though >:D
[h2]General Improvements & Bug Fixes[/h2]
  • Tweaked controller offsets for Vive players.
  • Launched an experiment that shows a Play action button on Room cards under the Continue Playing carousel on Watch Home and Play Highlight menus.
  • Fixed a bug where players would not receive their PS Plus Reward correctly.
  • Fixed a bug that showed the incorrect Carousel Title at the top of the View More page.
  • Fixed a bug causing spot lights with an outer angle > 90 degrees to get clamped to 90 degrees. Sorry, Pythagoras :,(
[h2]RecRoom Studio[/h2]
  • You can now create an invention within Rec Room while performing Test Subroom! Previously, the invention creation flow would prevent this due to the Share Camera restriction, but now the invention is created with a stock placeholder image that can be updated later when not in Test Subroom.
  • New component: Rec Room Nav Mesh Cut. Use this to place dynamic obstacles that will form holes in your room's navmesh. Navmesh like Swiss cheeeeeese!
  • Fixed a bug where navmesh visualization might not appear unless you toggle the setting off and on again
  • Improved the performance when using the mouse to drag chips in the Circuit Editor window or while the Circuit Editor window is open. Swiss cheese and chips? It's snack time up in here
  • In Rooms 2.0 rooms, the order of the objects in the Maker Pen Scene hierarchy in RR Studio now matches the order those objects have in the Rec Room hierarchy.
  • Added a new Get.IsAnchored property to the Rec Room Studio Canvas Interaction component that outputs whether the local player is currently anchored or not.
  • Fixed a bug with the Rec Room Studio Canvas Interaction component where the player can end up not in cursor mode while still anchored to a menu.
  • Your watch should no longer close when anchoring to a RRS canvas UI using the Frame Screens Canvas mode.

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 "Just a Few More Shapes" edition

[h2]Full Body Avatars[/h2]
  • While using a full body avatar, you can now purchase items from the dorm mirror.
  • We have updated logic for how the new full body avatars hold on to objects (you are now able to 'firmly grasp' items).
[h2]Custom Shirts[/h2]
  • Added a 'Delete' button for Custom Shirts Inventory.
  • Added the ability to check whether a deleted item has been owned before, so that players can re-download for free through a new 'Get' button in the Store.
  • Added a 'Report' button on the Gift Notification page.
  • Added an 'Abusive Gifting' category to the player report page under the 'Trolling' category.
  • Added the ability to view custom shirts inventory as default sorted by newest added.
[h2]General Improvements & Bug Fixes[/h2]
  • Active Player Definition Boards now display information on their Configuration page about the invisible chips that they create and the memory usage caused by those chips.
  • MakerPen advanced shapes are officially out of Beta! In a future update, we'll investigate the ink values for these.
  • The weapon stabilizer got updated, try a two-handed grab on one of the laser guns and see if you like it.
  • Fixed a bug where KO Consumables are deducted twice.
  • Fixed a bug where some hats would show adjustment sliders that didn't do anything.
  • Fixed a bug where a Dialogue UI could ignore its configured Billboarding Pivot Offset in multiplayer scenarios.
  • Fixed a bug where a Dialogue UI set to Enabled via the Configure tool instead of via CV2 might not show up properly in multiplayer scenarios.
  • Fixed a bug that caused event senders that were configured to a specific player to be sent incorrectly when operating on an invalid player.
  • Event Senders that are configured to a specific player will no longer generate network heat when sent to the local player.

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.