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Rec Room News

Rec Room PATCH - the "Home Sweet Home" edition

[h2]UGC Touchpad[/h2]
  • New UGC Touchpad component is now in Beta. Similar to how Whiteboards work, Touchpad gets a player's 2d input (hands in VR, cursor controls on Screens) to allow players to "touch" an object. Now you can pat, rub, and scrub like a pro!
  • New chips/events in beta: Touchpad Touch Started, Touchpad Touch Updated, Touchpad Touch Ended, Touchpad Get Active Touch, Touchpad Get Interaction Enabled, Touchpad Set Interaction Enabled, Touchpad Get Interaction Label, Touchpad Set Interaction Label
[h2]Room Currency Customization Improvements[/h2]
  • You can now give your Room Currencies a custom UI icon by choosing from a selection of icons and colors. Add some flash to your in-Room cash!
  • Each currency can share the same icon, but they cannot share the same color.
  • All existing currencies will still have the default icon, but the color(s) will be auto-assigned.
  • While only some users will be able to see the customization, ALL Creators will be able to view their own customizations in their Rooms.
[h2]General Improvements and Bug Fixes[/h2]
  • New Party Chat means that whenever you're in a party, you're in a party chat... even when you're in different rooms. Party Chat is now also automatically pinned at the top of your chats for easy access. Let's party!
  • We've begun rolling out the ability for players to purchase multiple Room Consumables in a single checkout. This feature is currently only available for paid Room Consumables.
  • We have fixed some recent issues with video player access. You should now be able to test your rooms using 'Play Local' again. Thanks for your patience!
  • Added melee hit event support to vehicle collisions. Bumper cars, anyone?
  • Fixed an audio issue that may have led to distorted or muffled audio in specific rooms.
  • Test Event now has a string parameter in the Maker Pen menu! This allows for an easier trigger of debug chips.
  • Fixed a bug that prevented the 'Self' chip from being cloned. But if you clone it, which will be your true 'Self'...?
  • 'Respawn' and 'Room Reset' have been added to the list of griefable chips.
  • The 'From Rec Room Object' chip will now work correctly with Trigger Volume components.
  • Fixed a bug that prevented use of the Respawn chip to position inside an invisible collision component with player and object collision disabled.
  • Fixed an issue where players joining rooms at the same time could wind up with corrupted player boards.
  • Fixed the look of the Solstice Spring Bloom Antlers.
[h2]Rec Room Studio[/h2]
  • The Rec Room Studio circuit palette will no longer place deprecated chips when an updated version is available.
  • Multiple object selection should work faster.
  • Removed some annoying pauses while working on assets in larger 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 PATCH - the “Home Sweet Home” edition

Circuits Updates


  • Added a new Room Currency Constant chip in Beta, with support for Show Purchase Prompt, Award Currency, and Get Currency Balance chips. Note that the last two have their own new chips - Award Currency (New) and Get Currency Balance (New) respectively - and the old chips these two are based on will be deprecated once these leave beta.
  • New List node!
  • Added an 'Authority Changed' event to object boards in Beta.
  • Chips in inventions set to Edit & Save permissions are now able to be configured.
  • Added buttons to reorder ports and port groups on circuit boards and object boards.
  • Eliminated a cause of connection pin flashing.


[h2]Player Interaction chips changes in Beta[/h2]

  • Fixed a visual issue where the hold progress circle did not reset upon completing its interaction with target player.
  • An empty progress circle will now display when hovering over a target player, if Player Interaction is enabled on them with a hold duration.
  • Highlights and interaction prompts no longer persist if you hold down your input after completing a player interaction.


General Improvements and Bug Fixes


  • On Screens in Classic Control, players will now be able to perform tool primary actions on held tools when standing in front of another player offering social gestures. Previously the primary action was to accept social gestures.
  • On Screens, when a player is next to an interactable and another player who's offering social gestures, the targeting and action will now prioritize interactable. Previously you were prompted to accept social gestures over interact.
  • Maker Pen logging screen now supports multi-line strings.
  • Fixed an issue where text was cut off in menu pop-ups.
  • Fixed an issue where Maker Pen palette would show duplicate inventions.
  • Fixed a bug that caused some vehicle settings not to save.


Rec Room Studio


  • Added a Download All button to the Rec Room Studio Download dialog to make it easier to update to the latest version of a room as long as you have no changes you wish to save.
  • Rec Room Studio players now have easier access to changing room settings without having to open up Rec Room! This should improve the work flow of creating and modifying rooms, especially as we make more settings available!
  • Rec Room Studio nested boards now display correctly again.


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 "Home Sweet Home" edition

[h2]New Home[/h2]
Over the last several months some of you with iPhones have received the new "Home" experience when launching Rec Room. We are excited to announce that Home has now been rolled out to a larger number of iPhone users.

As a reminder, Home was created to load Rec Room quickly, find what you want faster and bring in what you already love about Rec.Net. You can discover rooms, scroll the feed, comment on photos, and chat with friends, all with the core Rec Room experience being a tap away.


[h2]New Objective Marker System[/h2]
We've been rolling out a new Objective Marker System!
  • Mark an in-world point of interest using the new Objective Markers. Set up a marker by configuring an Objective Marker constant, and then move, activate, and modify it using a suite of related chips. This UI marker renders on top of everything else to help guide players to their destination.
  • New Objective Marker chips in Beta: Objective Marker Constant, Get/Set Color, Get/Set Current Distance, Get/Set Distance Indicator Enabled, Get/Set Enabled, Get/Set Label Enabled, Get/Set Label, Get/Set Position, Get/Set Proximity Fade Threshold, Attach To Player Or Object, Get Target Object, and Get Target Player
[h2]Circuits[/h2]
  • New Beta Chips
    • If Player Is Valid
    • If Player Is Valid And Local
    • If Player Has Role
    • If Has Tag
    • Instance Get Max Players
    • Interaction Volume Set Hold Time
    • Interaction Volume Get Hold Time
  • Fixed a bug which caused the
    Player Left
    event to fire twice for each person who left the room. We've split this up into two events:
    Player Leaving
    (fired just before a player leaves) and
    Player Left
    (fired just after a player leaves).
    • The
      Player Leaving
      event is the last moment at which a given Player value is valid. It's your last chance to do anything that assumes they're in the room.
    • The
      Player Left
      event fires just after a player has left. Therefore, the Player value received with the event will always be invalid. (But you can still compare it with other values using
      Equals
      .)
    • The old
      Player Left
      event has been deprecated, so existing rooms should be unaffected.
  • Added default footstep and jumping SFX to the SFX Constant chip.
  • When using the "Configure" tool on Circuits Chips, the "Chip Options" tab will now be open by default.
  • Fixed a bug that prevented the 'Self' chip from being cloned.
  • Fixed a bug that could cause some players not to have player boards.
  • Fixed an issue where the Cloud Data settings page wouldn't refresh once it was opened once in a room instance.
[h2]Maker Pen Improvements[/h2]
  • Double-clicking with the Maker Pen select tool to unfreeze an object now works consistently in non-beta multiplayer environments.
  • Saving the room will no longer reset the object selected for Maker Pen creation to the default shape.
  • Better scaling on Manipulate tool handles with basic shapes.
  • Fixed an issue where a drag input using the Manipulate tool on a shape container would error instead of switching to shape editing mode.
  • Pressing tab will no longer break references to the edge you're currently trying to drag off.
  • Fixed a bug that caused existing shapes that were scaled uniformly via their containers to lose that scale when enabling hierarchical building.
  • Add buttons to AnimationController MakerPen Edit menu: "Clear Keyframes", "Clear Object Connections"
[h2]General Improvements and Bug Fixes[/h2]
  • Spawner location is not modified by room reset.
  • Fixed an issue where, when one player interacts with an Interaction Volume, the Interaction Volume would appear briefly disabled for other players.
  • Fixed bug where a room authority change could reset objects' positions if those objects are the parent of a Clamp gizmo.
  • Fixed bug where a room authority change could cause a collision to be improperly reenabled on Rec Room Studio objects clamped to held tools.
  • Fixed a bug that could cause Player World UI to get in a corrupted state.
  • Fixed "Hide this Player's Name" setting on roles.
  • Fixed an issue where some trees would have blocky-looking shadows on non-mobile platforms.
[h2]Rec Room Studio[/h2]
  • Gives creators a built-in way to have "billboard" style objects, including those with text on them! This just makes a very common object type more accessible to those less familiar with the troubles that come with 3D rotations.
  • Added some prompts to save unsaved changes to scenes before closing them when switching open 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 PATCH - the "Extreme Fire Crunch" edition

[h2]General Improvements and Bug Fixes[/h2]
  • Rec Room Object tags now support home values. Additions or deletions performed with tags through circuits will no longer save with the room, and will be reset when the room or object is reset.
  • We've added a 'Bake Tags' button to the Maker Pen Circuits Settings page. The goal was to allow players to turn tag sets into warm delicious cookies; but instead it seems to allow players to save tags set through circuits.
  • Improved the placement of the scale and move handles when using the Transform tool within a shape container with the "Rotate Around" pivot set.
  • Fixed Room Door destination when multiple Welcome Mats are in subroom of current room.
  • Shirts don't go that way! Fixed avatar items appearing sideways in the display case.
  • Fixed a bug that caused the 'Can Use Play Gizmos Toggle' permission to incorrectly default to 'disabled'.
  • Fixed circuit error chip tracking for the 'If Local Player Should Run', 'If Player Is Local', variable chips, and remote Event Sender chips.
  • Fixed a bug that caused port previews to rotate incorrectly when viewing them in VR.
  • We're testing a "+" button next to the Token and Room Currency Balance that takes you to the page for purchasing more
[h2]Rec Room Studio[/h2]
  • Creators can now create new rooms without leaving Unity! In the "Open Room" dialog, enter the name of the new room you wish to create and, if that name is not in use, click the "Create" button to create the new room.
  • Also in the "Open Room" dialog: creators can now search through a list of subrooms.
  • Things that cannot be cloned in game (i.e. Role Chips) now also give you an error if you try to copy/clone them within RR Studio. This increases consistency when creating things both in game and in RR Studio. You can see if any built-in item is cloneable by checking its
    RecRoomObjectInstance
    component.
  • Memory explorer can now help you find large or duplicate meshes that might be contributing to room memory bloat.
  • Alpha testing now works for Rec Room Studio/Lit shader on Quest & Pico.
  • Fixed an issue with Rec Room Studio rooms where Studio Objects that have a Physical PhysicsMode did not work for non-authority 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 PATCH - the "Extreme Fire Crunch" edition

[h2]General Improvements and Bug Fixes[/h2]
  • Teleport VR players will no longer get trapped in legacy flying mode.
  • Fixed an issue that was preventing teleport VR players from picking things up with their left hands.
  • Fixed bug where copy-paste MakerPen tool was disabled.
  • Chips will no longer appear as grey boxes.
  • The following CV2 chips are now out of beta and available for use in all rooms: Show Purchase Prompt, Award Consumable, Award Room Key
  • Added the ability to activate a consumable directly from the purchase page.
  • Added the ability to tell what items in a UGC storefront you own already just by looking at it.
[h2]Rec Room Studio[/h2]
  • The version of RR Studio that you are using now shows up in the Title-bar of Unity! This should make it easier to send screenshots of problems as you no longer have to go to the
    About
    window for RecRoom Studio to show Devs which version you're on.
  • Initial version of the "Memory Explorer" tool. Memory Explorer is the first of a set of performance-focused tools that we're working on. It's intended to be a hub for estimating the memory cost of your room on different platforms. Initially, it only supports textures & render targets, but will be expanded over time with meshes, audio, animation, video, and any other large-level resources.
  • There is now a
    Documentation...
    link within the
    Rec Room Studio
    drop-down in the Unity UI.
  • Adding Rec Room Studio content to a room will no longer change the visual post-processing settings. (Translation: uploading a room from Studio for the first time won't make it lose the blue tint.)
  • Fixed a Studio bug where Visual Post Processing effects would stop displaying in the scene view.
  • Fixed a bug where the Environment Lighting settings in rooms uploaded from Studio would be ignored.

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.