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Rec Room News

Rec Room PATCH - the "Too Much to Handles" edition

[h2]General Improvements and Bug Fixes[/h2]
  • Fixed a bug where there was a vignette when a VR player was close to another player.
  • Fixed an issue that caused the 'Set as Room Default' button on the Background Objects Constant chip not to work as expected.
[h2]Rec Room Studio[/h2]
  • Rooms 2.0 hierarchy editing is now supported in Rec Room Studio! Click and drag orange Maker Pen scene objects in the Hierarchy window to change parent and child relationships between objects. Open the parent Object Board in the Circuit Editor window to edit and connect to child Circuit Boards. Studio Props can be parent or child objects, and interact with parent gizmos such as rotators!
  • Fixed an issue with the position and rotation of custom Studio Objects and their children in Rooms 2.0 rooms not being saved correctly in RR Studio.
  • "Remake Object Board" and "Remake Object Boards For All Prefab Instances" for custom Studio Objects are now called "Update Object Board" and "Update Object Boards For All Prefab Instances". This new operation incrementally adds and removes ports and chips to the Object Board so that user modifications are not destroyed.

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 "Too Much to Handles" edition

[h2]Third Person Mode[/h2]
We're starting to roll out big updates to third-person mode!

Soon you will be able to pick things up, throw a ball, shoot a gun, and swing a sword (you know, actually engage with the world), all in the third-person mode! And it will be a great way to enjoy your full-body avatar.
  • Q: What platforms will support third-person? A: All Screens platforms (Gamepad, Keyboard, and Touch). No out-of-body experience for VR.
  • Q: When will I get it? A: We're carefully A/B testing this feature over several rounds, hopefully "Soon"
  • Q: What is happening to first-person? A: First-person mode is here to stay! Third-person will be an entirely optional way to play.
  • Q: How does third-person work in UGC Rooms? A: By using our cross-platform building blocks like Handles, Interaction Volumes, Locomotion Circuits, etc. most rooms already work great in third-person! Later, we'll add new circuits for creators to customize or restrict third-person if the room is meant to be played in a specific way.

We believe "iteration is quality", and we'll be iterating on third-person a lot this year, so let us know your feedback!

[h2]General Improvements and Bug Fixes[/h2]
  • Player UIs only show above your own head in third person if you have opted in to Show Own Nametag in Third Person
  • Touch can now reliably tap on old UIs like the costume equip button. Touch hides the dot reticle while targeting UI since it only uses direct tap.
  • Fixed a bug where Screens could not interact with Scoreboards from the same distance as VR
  • Camera shake and recoil are tuned and limited to reasonable amounts in certain cases
  • While wall climbing, Screens can drop off (or slowly descend) by pressing Crouch
  • Fixed the infinite shot bow bug.
  • Fixed a bug in Rooms 2 which prevented you from changing default values for Player Properties on a Player Definition Board.
  • Restrict KBM Marquee Selection to the current scope in Rooms 2. Allowing selection across scope led to a variety of issues.

[h2]Rec Room Studio[/h2]
  • Introducing the water shader, one of the tools we've been creating for My Little Monsters! Now you can make your water features POP in all new ways. Check out the new example water assets! Prefabs can be found under `Assets/DefaultAssets/Prefabs/Environmental Assets/Water Examples/
  • When dragging a new wire from a Studio object board, the Studio Function chip is now included among the list of chips that can be created and automatically connected to the new wire.
  • Fixed a number of issues in R2 rooms around copying, duplicating, and pasting objects that are children of a container.
  • The 'Set HUD Element Enabled' chip uses the Slot configuration of the Room Level HUD chip that it is connected to.

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 "Too Much to Handles" edition

[h2]General Improvements and Bug Fixes[/h2]
  • Transferring room ownership now requires confirmation.
  • Fixed an issue that could cause notifications from the Show Banner Notification chip to persist into other rooms.
  • Fixed an issue with the Swing Handle where other players could trigger swings for a VR player.
  • Fixed an issue where objects with default tags wouldn't keep those tags on clone in Rooms 2.0.
[h2]Rec Room Studio[/h2]
  • Studio Objects now have a default Object Board that contains the In and Out ports for its Unity Properties and Unity Events. Default Object Boards for Studio Objects are only available once a room has been re-built from RR Studio -- older room saves will still have an empty Object Board when creating an Object Board for Studio Objects.
  • Custom skyboxes are working again!
  • Fix RRStudio not relaunching for some users after an update is applied. (Fix will apply on the next release after this one)

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 "Too Much to Handles" edition

[h2]General Improvements[/h2]
  • We've added a couple of audio settings (echo cancellation and background noise suppression) that we're going to be rolling out over the coming weeks. These can interfere with sample recording and playing music through your microphone. If you notice any issues with either of those activities, try turning these settings off in the Audio Settings.
  • While targeting a drawing surface with a marker in hand, you will no longer be able to target or swap with other tools in view. Touch players can now properly go into draw mode by pressing the Draw prompt on screen.
  • Added the following nodes into beta: Not Equals, List Add If Not Contains, List Distinct, List Union, List Intersect, List Except
  • Data Tables now support Inventory Items as a column type.
[h2]Bug Fixes[/h2]
  • Fixed a bug with inventions causing dorm anchors to not work correctly. Inventions with dorm anchors which were created while this was broken will need to be fixed and re-saved.
  • Adjusted the landscape geo in \^RecRoyale to eliminate spots where players can get stuck in falling animation.
  • Fixed an issue where leaving ShareCamera in Tripod mode in front of a physical button can block the button from being pressed by other players.
  • Fixed a bug that allowed shapes to be inverted.
  • Fix rotation and inversion toggles for RR Studio billboards.
  • Fixed an issue with invention rotation during spawn while using ACM.
  • Fixed a long-standing bug which sometimes caused Spawner Components to spawn AI in the wrong orientation. (Imps staring at the floor, goblins looking at the ceiling, etc.)
  • Fixed the View More Featured custom avatar items button.
  • Fixed "Out of network heat!" errors for synced variables not including the variable for context in the maker pen log
  • Fixed an issue that could cause the 'Player Joined' event not to run in rooms with deleted Player Definition Boards.
  • Some rooms with state machine chips will now correctly load again.
  • Fixed bug where some items, like potions in rec royale, were harder to pick up than others.
  • Fixed bug where saving a modified room with an enabled Equipment Slot would cause saving issues.
  • Restored the missing 'Back' button in the maker pen palette.
[h2]Rooms 2.0[/h2]
  • In R2, there is a new HUD button to directly access your Room Inventory if there's any visible items.
  • Freeze tool is available when edited into an R2 container.
  • Added two new rooms-2-specific chips into beta: Handle Set Player Filter Tags, Handle Get Player Filter Tags.
  • Players can fly in R2 rooms when taking pictures of their inventions.
  • Collision events and chips should now return the root object in Rooms 2.
  • Fixed an issue where Player Traits for Sprint Speed, Crouch Speed, and Prone Speed would not update when changed via their corresponding set node (i.e. "PlayerSetSprintSpeed") upon first entry to a room.
  • Fixes an issue where the center pivot operation could not be undone while in edit mode.
[h2]Rec Room Studio Bug Fixes[/h2]
  • You can no longer accidentally delete nodes in the Circuit Editor that should not be deleted (ex: In/Out nodes within Object Boards)
  • RR doesn't support point light shadows. Removed shadow options from point lights.
  • Objects that are connected to scaled clamps, pistons, and rotators now show up in the right place and at the right scale.
  • Added new Inspector buttons to Create New Object Boards for objects that could have a board, but don't currently.
  • Fixed an issue where the Object Board attachment mode was set to Attached on every Object Board when saving rooms in RR Studio.
  • Fixed a bug with the default position and rotation when placing new objects into the Maker Pen Scene (e.g. a new Button).
  • R2 rooms now support hierarchy changes involving Object Boards. Previously moving an object like a Button into a Container in Studio would leave the Button's object board in a corrupted state. Now the Button's object board will be moved into the Container's Object Board as expected.
  • When moving, rotating, or scaling hierarchies of objects in R2 rooms, objects will now end up in the right place and at the right scale, without jittering around in the process.
  • Fixed an error message that appeared when attempting to test Rooms 2.0 subrooms in-game.

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 "Too Much to Handles" edition

[h2]Improvements for Advanced Creation Mode[/h2]
  • Add marquee selection to PC keyboard+mouse Advanced Creation Mode.
  • Shift+Click+Drag to select several objects.
  • Ctrl+Click+Drag to deselect several objects.
  • In Object Model / Rooms 2.0 rooms, only affect objects in the current scope tree.
  • Added invention details to ACM.
  • Adjusted ACM UI elements to fit within the side panel.
  • Fixed a bug where quickly creating shapes in ACM caused a crash.
  • Tool change SFX now plays when the Connect tool is selected.
[h2]All About Handles![/h2]
  • Added new chips that work on all handles: Handle Set Control Prompt and Handle Get Control Prompt.
  • Trigger Handle Set/Get Control Prompt chips that only worked on Trigger Handles are now deprecated.
  • Added new Handle-scope events: Handle On Pickup, Handle On Release. They can be used inside all handles' Object Boards.
  • Renamed and deprecated existing On Pickup and On Release events in Swing Handle (Beta), Gun Handle (Beta), and Trigger Handle.
  • In Beta, Play Handle Haptics chip now works with the Throw Handle.
  • Also in Beta, Gun Handle and Swing Handle now have the option to configure the primary action control label.
  • Gun Handle (beta) aim assist has been reworked for ease of use, and is on by default for non-VR platforms.
[h2]VR Experience Updates[/h2]
  • Updated watch wrist UI for accessing room chat in VR.
  • New "Adjust controller offsets" setting for VR to be able to fine-tune where their virtual hand is relative to their real-life controller.
  • Fixed avatars not showing up on load screens and new outfit thumbnails on Quest.
  • Testing some minor adjustments to the way some objects are held in VR.
[h2]UGC Released from beta[/h2]
  • Animation Controller and most of its associated chips: Animation Get Speed, Animation Get Is Playing, Animation Pause, Animation Play, Animation Set Frame, Animation Set Speed, Animation Stop
  • All chips related to the Room Currency constant. The 'New' variants have been renamed, and the existing variants have been deprecated: Award Currency, Room Currency Constant, Get Balance
  • All State Machine chips: State Machine, State, State Constant, Go To State, Graph Get Is Active
  • Velocity Add (renamed from 'Velocity Add (New)', the existing chip has been deprecated.)
  • List Clear
  • Player Reset Name Color
  • Smooth Damp
  • Vector3 Clamp Magnitude, Vector3 Closest Point On Plane, Vector3 Move Towards, Vector3 Project, Vector3 Project On Plane
[h2]UGC Beta[/h2]
  • New UGC Beta chips: Instance Get Lifetime, Player Get Is Room Contributor, Modulo (the existing Modulo chip has been renamed to 'Remainder'), Get HUD Enabled, Gun Handle Get Continuous Fire, Gun Handle Set Continuous Fire, Player Get Players In Radio Channel, Instance Get Is Multi-Instance Event, Parse Time, Equip Share Camera, Share Camera Get Is Spawned, Inventory Item Get Image, Get Inventory Item From Name
  • New Player-scope events fired within Player Logic Board: Player Share Camera Spawned and Player Share Camera Despawned.
  • Show UGC Banner notification chips now available.
  • Added an additional Image output port on Inventory Item Get Definition chip.
  • Deprecating beta chip PlayerGetNormalizedSteeringSpeed. You can use the new PlayerGetSteeringSpeed in combination with PlayerGetWalkSpeed to calculate this value if it is needed moving forward.
[h2]Rooms 2.0[/h2]
  • The
    Voice Rolloff Distance
    player property can now be locally overridden. This lets you build systems where, for example, players on the same team can hear each other from far away, but players on opposing teams can't. Added
    Player Override Voice Rolloff Distance
    and
    Player Clear Voice Rolloff Distance Override
    chips to let you do this!
  • Go To Room
    chip is now available.
  • Added limited support for inventions. Creators should now be able to create inventions in Rooms 2. Rooms 2 inventions cannot yet be published.
  • Touchpad is now supported in Rooms 2.
  • Trigger Volume is now supported in Rooms 2, and can filter players by player tag.
  • Gun Handle is now available in Rooms 2.
  • Collision Detection Volumes now output the root object hit when hitting an object in a hierarchy. (Unfortunately, it's probably still listed as "Container" instead of by name.)
  • A number of bugs have been fixed around Object Board positioning, especially the way they jump around after reparenting.
  • Rewards and Room HUD now support Inventory Items.
  • VR support has been added for Inventory Item Equipment Slots. Find them on the inside of one of your wrists, with room chat on the other.
  • Added quick-access gamepad controls for Inventory Item Equipment Slots.
  • Added visibility settings to Room Inventory Items for more control over what gets displayed in the Room Inventory.
  • Custom CV2 Locomotion is now enabled in Rooms 2. This allows you to modify locomotion via a default graph of new events and chips that spawn inside new Player Definition Boards. NOTE: In rooms with existing Player Definition Boards, you'll need to use the "Spawn Default Locomotion Chips" button in the config menu to bring your room up to date.
  • Custom CV2 footstep is also enabled in Rooms 2. Like locomotion, you can spawn a default audio graph from the Player Definition Board config menu. This graph implements our standard footstep audio in CV2, and then modify that graph to implement your own custom footstep behaviors.
[h2]General Improvements[/h2]
  • Data table room saves will now be set as the active save in unpublished rooms.
  • Data table chips can more reliably import data from external spreadsheet programs. They now accept commas, quotes, and newline characters.
  • Click-drag operation for recoloring is now supported outside shape containers.
  • Reduced how long there's a black screen at the start of \^Orientation.
[h2]Bug Fixes[/h2]
  • Fixed a bug where saving while attempting to switch rooms would cancel the room switch after saving.
  • Fixed the bug that Voice Volume is always 100% upon login, even if shown otherwise.
  • Fixed projectiles fired from Projectile Launchers inherit the velocity of the launcher.
  • Items locked with keys will now start unlocked in a cloned version of the room.
  • Fixed an issue where walking too close to the community board would start scrolling the UI instead of continuing to walk.
  • Fixed an issue where, when using art canvas or Touch Pad components while flying, you could still steer your avatar body around while having the main camera fixed in place.
  • Fixed a bug causing the interacting player to freeze (even after swapping rooms) if they are interacting with a Touchpad component when someone else deletes the Touch Pad.
  • Fixed a bug where closing the Maker Pen menu would clear your selection when the Create tool was active.
  • Players no longer get stuck with an unusable Maker Pen after canceling the Create Invention flow at the camera stage.
  • Fixed a bug that could cause child objects and circuit boards to be visible at room level after a user drops their Maker Pen while editing into a container.
  • Fixed the search path for Dialog UI chips.
  • Navigating to the Config menu after selecting a circuit bus chip will now correctly display the Config settings for the containing board.
  • Fixed a bug that prevented circuit boards containing studio function chips from being copied in one room and pasted into another room.
  • Fixed an issue that caused tags not to be added to the Respawn Point V2 component.
  • Fixed a bug that could cause the port types inside boards not to update properly.
  • Fixed an issue that could cause the CV1 spawner chip to move to an incorrect location.
  • Fixed slanted quotation marks (like those on iOS) showing as asterisks in Room Chat, and not showing up at all on the UGC Text Component.
[h2]Rec Room Studio Tools[/h2]
  • Use the "Test Suboom" button now to test your room locally without having to wait on a cloud build. It's now 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.
  • Added a download button to each room save in the room save list.
  • 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.
  • Check out an early version of 'Performance Explorer' -a new tool that will help you identify & solve performance issues with your room. In this first version, see the overall triangle counts of your room, as well as details of the lights & cameras.
  • Room Tags are changing and with that the RRStudio room settings are updated to match!
  • Added RecRoomStudioRecNetImage component which can be used to display images on Rec Room Studio objects.
  • State Machine, State, and Player Definition Board chips can now be opened in the Circuits Editor.
  • You can now double-click on a Circuits object (chips, object boards, circuit boards) in the Hierarchy window to open those items in the Circuit Editor window. You can also use an arrow on the right side of the Hierarchy to view the contents of those boards in the Circuit Editor window.
  • Memory Explorer has a new tab for Circuits node data.
  • Dramatically reduced loading time for rooms with many Maker Pen shapes.
[h2]Rec Room Studio Bug Fixes[/h2]
  • Fixed a bug where the 'Fix Me' option would show on materials validation errors that don't have an available upgrader.
  • It's been a sore spot that having multiple RecRoomObject components within your prefabs makes them explode when put in a room. Luckily that should be fixed! You can have prefabs that include objects with the
    RecRoomObject
    on them. Note that any Circuits from those nested objects won't be included.
  • Fix a common cause & another potential source of 'RecRoomObject was destroyed' errors.
  • Fixed a bug causing uploads to fail when the
    Assets/RecRoomStudio
    folder is deleted.
  • Loading Studio Function Chips that reference a Studio Function that is no longer defined in the room no longer throws an exception.
  • Fixed a bug that could cause some rooms to take a long time to load, and produced an error message when they finally finished loading.
  • Fix a minor bug that prevented editing Studio Functions on a newly-created Rec Room Object component.
  • Fixed a bug that prevented undoing the placement of new props into the Maker Pen Scene.
  • Fixed an issue with undoing and redoing changes to the position or rotation of an object that contains an Object Board.
  • 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.
  • Rooms 2.0 in RRStudio fixes:
  • Renaming a Container will now rename its Object Board (and vice versa).
  • It's now possible to adjust the scale of containers and have their children scale correctly. (Be careful not to let your container's scale reach 0. We still have a bug in that case.)
  • It should now be possible to adjust the non-uniform scale of shapes and other deformable objects and see them scale correctly.
  • Fixed a bug that produced an error message in the console when a creator attempted to place an unsupported UGC object in a Rooms 2.0 room.

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.