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Rec Room News

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.

Rec Room PATCH - the "Look, Ma! My Hands are Reoriented!" edition

[h2]Full Body Avatars[/h2]
  • The watch for full body avatars got some love! We added back in the clock face and fixed the quick chat menu on the right hand so it showed up properly when you turned to look at your inner wrist. Also, the watch band will properly change color to match your party's color now. Yay, colors!
  • New FBA Item Fixes: Updated sleeves for the Cozy Winter Coat, Overcoat, Blaster Suit, and Frantic Rabbit Vest.
[h2]Rooms 2.0[/h2]
  • Fixed issue in Rooms 2.0 where players could sometimes select objects outside of their current scope after undoing/redoing.
  • Added a storefront prop to the Rooms 2.0 palette. More details below
  • Storefront V2 only supports Offers
  • You can change the color and material of the background
  • The background of can be hidden (from the Config menu)
  • Storefront V2 includes a circuit board for Enabling, Disabling, and inputting a List of Offers
  • Storefront V2 can be Synced or local (from the Config menu)
  • The watch page from the View More button on Storefront V2 shows Offers listed in a vertical-scrolling grid (rather than a horizontal-scrolling carousel)
[h2]General Improvements & Bug Fixes[/h2]
  • We're continuing to iterate on the new third person mode with lots of bug fixes and gradually expanding the rollout to more players. This update also brings support for driving vehicles in third person!
  • Fixed an issue that could cause the PSVR calibration room to load incorrectly.
  • Added a setting to Interaction Volume V2 to allow the creator to hide/show the outline on hover.
  • Fixed a rare bug which would cause invention creation to fail.
  • We tidied up a whole bunch of throw animations across the game. Throws should all work the same mechanically, but just look and feel better in all cases.
  • Fixed a bug that occasionally prevented RRO storefront purchases from being claimed.
  • Tweaked the size of the buttons on the Dialogue component.
  • Fixed bug where Player Prompt Text did not filter out bad words. No more saying cuss words, guys!
  • Players on recent generations of iPhones should notice that they sound MUCH better when talking to others. Now you can eat your mic in 4K!
  • Fixed issue where undoing an auto-connected tube piece would delete the entire tube.
  • Updates to Player Prompt Multiple Choice and Player Prompt Text nodes:
  • Fixed prompts not working if some other dialogs were up (e.g. the friend online notification dialog)
  • Added a configurable option
    Replace Existing Prompt
    (defaults to false) that lets a new prompt squash an older open prompt, instead of failing immediately.
  • Fixed prompt not working if the player was on an old UI menu (e.g. change outfits)

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 “Look, Ma! My Hands are Reoriented!” edition

[h3]Full Body Avatars[/h3]
  • All level 40+ players should have access to FBA now, check it out in your dorm room mirror!
  • FBA Beta fix: For items that are supposed to hide ears (ear covering hair items), or completely hide hands (ex: boxing gloves), the full body avatar will now do the right thing and properly remove that part of the player.
  • We fixed the strange "mouth askew" issue that you could only see on other players, and while fixing it, we improved the range of adjustments you can make for the full body avatar. You can still smirk if you want to!
  • We also did some work to prevent face features from colliding, so an avatar always has the right order of features from top to bottom: eyebrows, eyes, nose, then mouth… heeeeeead, shoulders, knees and toes (knees and toes!)
  • We gave our full body avatars the power of telekinesis! This will fix the issue where held objects are restricted by the length of your arm. We can’t wait to find out the unintended consequences of this!
  • More FBA item fixes for Steampunk Gloves and Dragon Knight Wrist
  • Sometimes when switching between avatar types, your avatar's ability to push buttons or trigger volumes with your hands stopped working. Fixed!
  • Swatted a bug where if you are previewing custom shirts using full body, you could then go to the Rec Center with the unowned custom shirt and see it in your local view (other's couldn't see the bug).


[h3]Rooms 2.0[/h3]
  • Fixed an issue where a hierarchy could have different authorities for different objects within it. Just like the mitochondria is always the powerhouse of the cell, hierarchies will always match the authority of the root object.
  • Loading into a subroom from another subroom in the same room can now show the subroom name in the loading screen in addition to the room name.
  • Default custom locomotion graph now contains wall run and players now are able to perform wall run out of the box on the surfaces that are configured correctly. PARKOUR!
  • Supporting the pricing of Offers with Inventory Items. Offers priced with Inventory Items do not require RR+ membership. The price icons for these offers are customizable, similar to room currency in Rooms 1.
  • Added a new 'Get All Inventory Items in Room' chip. All your inventory items are belong to us (teehee).


Released the following from beta:
  • The Gun Handle and all related chips
  • Trigger Volume Get and Set Player Filter Tags chips
  • All Rooms 2 Moods chips
  • Player Aim Assist Tag chips
  • Player Get Is Room Contributor
  • Parse Time (what is… Time?!)
  • Not Equals
  • Modulo
  • Player Get Crouch Speed, Player Get Is Wall Running, Player Get Slide Speed, Player Get Steering Speed, Player Set Wall Run Enabled, Player Set Crouch Speed, Player Set Prone Speed, Player Set Slide Speed
  • Local Player Override Player Voice Rolloff, Local Player Clear Player Voice Rolloff
  • List Add If Not Contains, List Except, List Intersect, List Intersection, List Union, List Distinct
  • Instance Get Is Multi-Instance Event
  • Instance Get Lifetime
  • Handle Get and Set Player Filter Tags chips
  • Get HUD Element Enabled
  • Animation Get Frame, Animation Get Time Stamp, Animation Set Time Stamp


[h3]Touchpad Component (in beta) [/h3]

  • Interaction Started/Ended events - On Screens this is when you start/stop using the Touchpad. On VR it is immediately before/after the Touch Started/Ended events.
  • Your Screen mode avatar is hidden from your own view while using the Touchpad, relying on the cursor rather than the hand.


[h3]General Improvements & Bug Fixes [/h3]
  • Fixed an issue where in some cases one explosive might not properly detonate another explosive. KABOOM! And then also another KABOOM! And then also another KABOOM!
  • Squooshed a bug where swapping store pages would not restore your position on the page.
  • Scaling tubes & ribbons no longer leads to wild size changes
  • Added room-level events for interaction volumes! Note: these events, like their circuit board versions, only fire for the local player.
  • Started an experiment with a new invention saving menu UI. If this is you, make sure to give us feedback!
  • Added 'Gun Fired (All)' event to ranged weapons, including the projectile launcher. This event will run for all other players in the room when the weapon is fired, at no additional network heat cost.
  • Added 'Update' event in beta to run circuits at the current frame rate.
  • Unless the local player uses the maker pen, Rec Room will no longer automatically backup the room for them.
  • Deleted the redundant "Set Object" button for the Spawner Component.
  • Added a new chip in beta ("Rec Room Object Get All with Tag (new)"). This is similar to the existing "Rec Room Object Get All with Tag", but will return the objects in the same order for every player in a room. Just in case you didn’t like the randomness!
  • Fixed room cards (the thumbnails in the menu) not scaling properly on non-PC platforms.
  • Squashed a bug where the back button on a UGC storefront would redirect to a blank page.
  • Stomped a bug where games ended early in ^Legacy3DCharades. Guess you gotta earn your dailies the hard way 😤
  • Smushed a bug where canceling a purchase on Android would prevent you from attempting any more purchases.
  • For You rooms will start being recommended based on different data, let us know if you like the rooms you see!
  • We’re tweaking how Similar Rooms are recommended to you to prefer rooms that are similar, but also have players in them.


[h3]Rec Room Studio [/h3]
  • Added new “Anchor UI” studio functions (Anchor & Detach) to the “Rec Room Canvas UI Interaction” component that allows creators to anchor a screen player’s camera to a worldspace UI, or move a menu to be anchored to a screen player’s camera and enable interactions using a cursor (PC/Console) or touch interactions (Mobile). VR is not supported… Yet.
  • Fixed "Paste as Child" for Maker Pen scene objects to ensure that the pasted objects are correctly initialized.
  • Our create (sub)room buttons now match the in-game behavior and will automatically open the newly created (sub)room
  • Include data for terrain in memory explorer (some painted tree & painted detail data still not included)
  • Fixed memory explorer estimates for some rarely used render target formats.
  • Crushed bugs where using the "Create Empty Parent" menu in the Maker Pen scene would not create a new Container in R2 rooms and would instead create an invalid state by moving the child objects to the main scene.
  • Resolved issues that caused some harmless error messages when setting default values on input ports using the Circuit Editor.
  • Improved accuracy of the CV2 row in the Memory Explorer.



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.