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Rec Room News

Rec Room PATCH - the "All That and a Bag of Chips" edition

[h2]Equals Node V2 - Value Equals[/h2]
  • Added a new version of the
    Equals
    chip in beta.
  • The new version supports up to 64 inputs, and short-circuits once it finds an input that isn't equal to the others. So if the first two values are different, you won't pay the heat cost for the other 62!
  • It also checks for value equality when comparing lists. That means that two lists will be considered equal if each of their corresponding elements are equal. One more way in which lists are now slightly less weird!
  • It also also has a fix for a bug where casting a value to
    Rec Room Object
    and then comparing it with the original value would return
    false
    . That didn't make any sense, so we made it make sense.
  • It also also also has a fix for a bug where if you compared a "Rec Room color" with the exact same color from the custom color picker, it would return
    false
    . The new version understands that the same colors are the same.
[h2]CircuitsV2 chips for Player Interactions[/h2]
  • Added a beta Circuits feature that lets you interact with other players!
  • You can now interact with players in a similar way as doors, buttons, and items in Rec Room!
  • Use the "Player Enable Interaction Locally" and "Player Disable Interaction Locally" chips to turn this on and off for players in a room, and configure how those interactions should work.
  • Use the "Event Receiver" chip inside a Player Definition Board to see when a player has interacted with someone!
[h2]Other Circuits Changes[/h2]
  • Background Objects Constant filter path corrected to "Circuits\Constant\"
  • Fog Constant filter path corrected to "Circuits\Constant\"
  • Skydome Constant filter path corrected to "Circuits\Constant\"
  • Sun Constant filter path corrected to "Circuits\Constant\"
  • Added new chip 'Get Local Camera Position'.
  • Added new chips 'Player Get Body Position', 'Player Get Body Orientation'.
  • Added new chips 'Player Is Mod', 'Player Is Host.'
  • Added
    LerpUnclamped
    and
    InverseLerpUnclamped
    chips (beta).
  • Fixed a bug that caused the Audio Player Get Audio chip to return an invalid audio clip.
  • Fixed a bug with
    InverseLerp
    with
    Color
    or
    Vector3
    - if the start and end values are the same, the result will now always be 0. This matches the behavior when using it with
    float
    .
  • Fixed an issue where control panels for objects would sometimes very slowly drift away from where they were when not selected.
  • Fixed a bug where object boards from unselected objects would sometimes come along for the ride when cloning/copying/making an invention. Beware of hitchhiking ghosts!
  • Deprecated and replaced the
    To String
    chip. The new version "properly" wraps "strings" in "quotes" when they're inside of "lists" and "tuples."
[h2]In-Room Economy Improvements[/h2]
  • Added the 'Award Room Key' and 'Award Consumable' chips. These give users a Key/Consumables without needing to purchase. This also enables you to bundle your Keys/Currencies/Consumables with a single purchase.
  • Added 'Show Purchase Prompt' chip. This pulls up the details page of a Key or Consumable on the watch. Now you can use Buttons, Interaction Volumes, etc. for purchasing Keys/Consumables.
  • To use these chips, make sure you have Creator Beta Tools enabled for the room.
  • The 'Add Currency' chip has been renamed to 'Award Currency'
  • Lastly, Creators and Co-Owners can now set their own Room Currency balance for debugging/testing. You can locate this on the Room Currencies page in the Room Settings.
[h2]General Improvements and Bug Fixes[/h2]
  • Fixed a bug for Gamepad triggers requiring a full press to do certain actions.
  • Fixed a bug causing friend codes to not add the other player as a friend when submitted.
  • No longer showing maker pen tool handles if the object is frozen.
  • Non-selectable objects now block maker pen tools, avoiding the possibility of deleting or selecting objects that are hidden from view behind a non-selectable object.
  • Fixed a bug where CV1 Spawners would sometimes stop working after being cloned or put into an invention. (Unfortunately, any already-broken inventions will stay that way - sorry!)
[h2]Rec Room Studio[/h2]
  • When you stare into the void, it no longer stares into you. We fixed a bug with uploads failing when a skybox material isn't set.
  • RRS objects now displays the bounds properly and keeps the collision after a reset.
  • Upgraded the version of Universal Render Pipeline that Rec Room Studio shaders use to URP 10

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 "All That and a Bag of Chips" edition

[h2]General Improvements and Bug Fixes[/h2]
  • Added new component 'Motion Trail' in Beta, along with new 'Get' and 'Set' chips for: 'Trail Enabled', 'Trail Color', 'Trail Lifetime', and 'Trail Opacity'. Attach a motion trail to a moving object and configure it to customize your trail.
  • When looking at the "Upcoming Events" section of someone else's profile, private events will no longer be listed. Now you can RSVP to that Taylor Swift VIP pre-show without your friends ever knowing... until you end up sitting next to each other.
  • Fixed bug introduced with the last update where burst fire guns had a longer delay between rounds of burst fire.
  • "Rotate in place" now works correctly for odd-shaped objects. They will now... get ready for it... rotate in place! Amazing, we know.
  • Added 'Root' chip (for computing roots... like a square root... or a cube root... or an 87th root) in beta.
  • 'Quaternion Slerp' has been renamed to 'Slerp' and now supports Vector3 inputs.
  • If you move your Maker Pen while spawning a prop, it will now be moved to wherever you're pointing when it spawns in.
  • When self-scaled in VR with the Maker Pen, notifications will now appear at the correct size.
  • Fixed a bug that caused the 'Get Time Zone' chip to return incorrect times during daylight savings.
  • Fixed an issue where Rec Room Studio rooms would fail to load if their skybox material was set to None.
[h2]Rec Room Studio[/h2]
  • A list of co-owners who are playing in the room you are editing is now displayed in the 'Rec Room Studio' tab in Unity.

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 "All That and a Bag of Chips" edition

[h2]Released from Beta[/h2]
  • The Laser Pointer component and all associated chips
  • Room Key Constant and Player Owns Room Key
  • Audio Get Length, Audio Player Get Audio, Audio Player Get Max Rolloff Distance, Audio Player Set Max Rolloff Distance, and Audio Player Set Time Stamp
  • Set Player Vignette and Clear Player Vignette
  • Get Closest and Get Farthest
  • Player Get Time Zone
  • HSV To Color, RGB To Color, and Parse Color
  • Player Get Is Jumping Or Falling
  • Player Prompt Multiple Choice
[h2]Player Radio Beta Chips[/h2]
Added new Beta chips that enable player radio:
  • Player Set Radio Channel
  • Player Get Radio Channel
  • Remove Player From Radio Channel

Creators can use these to add/remove players in the room from a radio channel (defined by non-negative integers). Players in the same radio channel will be able to communicate via team radio when they are far away (The distance thresholds for the radio is consistent to those in \^RecRoyale & \^RecRally). Note that the radio chips will not work well together with Team Radio Support in Game Rules chip. Only use one or the other in your room.
[h2]More Beta Changes[/h2]
  • Added 'Recalculate Room Authority' chip in beta
  • Added 'Room Authority changed' event receiver in beta
  • Added 'Inverse Lerp' chip in beta
  • Added 'Log Error' chip in beta
  • Added 'Get Loading Players' in beta to count the number of players currently loading into the room. Deprecated and replaced 'Get All Players' to exclude invalid players that are still loading into the room.
[h2]General Improvements and Bug Fixes[/h2]
  • Added Haptic chip to play haptics for the local player through a held object. At this time, haptics are only supported on VR.
  • To keep Rec Room a safe and welcoming place to hang out, we've tweaked our voice moderation to improve how well and how often it works.
  • Added Volume, Playback Speed Shift, and Playback Speed Variation options to the Audio constant chips.
  • Added a new Play Audio At Position chip for playing an audio clip one time at a position in your room.
  • Fixed a long-standing bug where all guns had inconsistent fire rates. This varied with framerate but affected all devices, not just low-framerate ones. This fix affects all types of RRO guns and UGC Gun Handles. Automatic and burst-fire guns should all now hit their maximum fire rate, and it will be easier to achieve higher fire rates with semi-automatic guns as well.
  • Related to the above fix, all beam gun weapons now deal a consistent amount of damage at different framerates.
  • Fixed an issue where jumping off a climbing wall in third-person mode could leave your head and hands in a weird state.
  • Fixed vertical FOV in desktop mirror in VR mode; streaming cam now matches main view again.
  • Add the ability to change the trigger handle's controls tip via the config menu and chips.
  • Fix an issue where the Maker Pen menu button text would not render properly on android mobile.
  • When using move and transform tools, click-and-dragging on an object will leave it selected even if wasn't previously selected.
  • Doing a click-and-drag operation with the scale tool on an unselected object will scale the object.
  • Player notifications will now always show in front of 3D objects.
  • Fix hats previewed in the store using different hat placement restrictions than purchased hats.
  • Fixed a few bugs where clearing out your display name or bio while editing your profile would cause the old display name or bio to come back.
  • Sometimes an invention preview would appear in the center of the room during creation. This will no longer happen.

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 "Shape Up!" edition

[h2]New Palette Shapes![/h2]
Now in Beta... We've added 21 new shapes to the palette! (That's right - no more unauthorized mounds!) We've reordered the shapes and split them into two views - "Default Shapes" for the shapes in the classic Rec Room style, and "All Shapes" for everything. Your preferred view is remembered between sessions. We can't wait to see what you build!


[h2]Laser Pointer Improvements[/h2]
  • Added a 'Scale Length' toggle, to optionally scale beam length with the component scale.
  • The laser is now projected into the +Z direction, rather than +Y.
  • Fixed a bug that caused disabled Laser Pointer components to appear enabled for joining players.
[h2]General Improvements and Bug Fixes[/h2]
  • Fixed an issue that could cause all kinds of notifications to force the Watch to open.
  • As part of the adjustments made to Laser Tag at the end of January, we mentioned that we added buckets to the lobbies. Unfortunately, they never showed up. We've fixed it - there are now buckets. And with that, every issue with Laser Tag has been officially fixed, and it is perfect.
  • Fixed search field autofocus when using tear-off palette on PC.
  • A locked Interaction Volume will no longer occlude other objects sitting behind it.
  • Added List Copy chip in beta.
  • Fixed a bug where newly created spawner gadgets couldn't spawn AIs.
  • Made it so that jumping into the ocean in Rec Royale will immediately down you.
  • ProBuilder objects in RR Studio rooms should no longer disappear when loaded 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 PATCH - the "Holy Update, Coach!" edition

[h2]Moods V2[/h2]
This went out a few weeks ago, and we missed the notes, whoops! Change the ambience of your room by editing the skybox, sun, fog, and background objects, now with CV2. Configure a constant for each element, then turn it on with circuits or apply it to the room to use it as the default. (Activating CV2 moods will entirely override CV1. Use the subroom settings to return to one of the built in defaults.) Includes the following chips: Sun constant, Fog constant, Skybox constant, Background Objects constant, as well as Modify and Reset chips for each type.
[h2]General Improvements and Bug Fixes[/h2]
  • Fixed the bug where mines could block interactions in Rec Royale in VR mode. Currently, the player can normally interact while a mine is sticking to your body. If you use this bug to block players' interactions in your rooms, it could impact your rooms.
  • Fixed an issue where certain sound effects would not respond to the volume sliders in the Audio settings.
  • Fixed the "I Support" section on player profiles.
  • Fixed a bug where all players that were respawned, regardless of role settings on the spawn point objects, would spawn at the same spawn point.
  • Added 'Player Get Room Index' and 'Room Index Get Player' chips in beta. A player's 'room index' is an identifying number that is assigned to each player in a room. Joining players will be assigned the lowest unoccupied index.
  • Game management buttons will be hidden on the 'This Room' page if there are no legacy CV1 game chips in the room.
  • Fixed a bug where old Quaternions saved in cloud variables were getting their components mixed up when loaded.
  • Fixed scrollbars showing on pages that weren't big enough to scroll for PC players.
  • Detecting even more power cores...

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.