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Rec Room News

Rec Room PATCH - the "Circuits V2" edition

[h2]General Improvements[/h2]
  • Friend requests now show mutual friends! Now you'll know if that request is coming from a friend-of-a-friend, or that random person you met in ^Paintball!
  • Oh snap! We fixed the bug where snap rotate sometimes wouldn't snap at all if you were set to "world-space" mode.
  • We changed how single-axis world-space snap rotate works. (You might say we... pivoted.) Previously, if you were using grid snap in world-space mode, and dragged on one of the colored rotate handles, objects would sometimes snap along several axes at once. Now, we really restrict the rotation to the axis you've chosen, and your maker pen will figure out how to get you on the global rotate grid for that axis. We think it feels pretty snappy.
  • We fixed a bug where, if you managed to let go of the rotate handle while an object was snap rotating, it would get left part-way between the snap angles. You needed to be really quick on the trigger to find that one!
  • We fixed the bug which prevented "tap rotate" (when you click on a rotation handle to quickly rotate 90 degrees) from respecting the "rotate around pivot" setting. We talked to it about the value of respecting that setting, and it assured us that it has turned over a new leaf.
  • Updated Orientation Settings Menu to prompt players to use both controllers for a better experience.
  • A bunch of the gadget volumes (invisible collision, trigger volumes, checkpoints, etc.) had developed a reputation for drifting when being scaled. This isn't a road race, so we're now anchoring them properly. (Shapes would sometimes do the same thing, and we fixed it for them too.)
  • Fixed a bug where the "My Subscriptions" section of the play menu wouldn't update when you subscribed to a new creator. Now you'll see their rooms right away!
  • Fixed a bug where players could host events in ^Orientation - we know this was fun, but facilities kept having to clean up before the new folks came through!
  • Fixed a bug where the "Join Room" button would be disabled if you tried to leave a room, were prompted to save, and backed out.


[h2]New Download Page on rec.net![/h2]
  • Check out our brand new download page at rec.net/download! It has links to all the platforms Rec Room is available on.


As always, thanks for playing Rec 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...

Rec Room PATCH - the "Circuits V2" edition

[h2]Party System Improvements![/h2]
  • A Fist Bump icon is now displayed next to the names of players who are in your party.
  • When you are in a party, there is now an "In Party" button that shows on your watch menu. The button has the same color as your current party color and links to the new Party tab on the People menu.
  • You can now restrict "Voices I can hear" to just party members.
  • The Go To button now detects existing party / game invites and consumes those if you have an existing one. Clicking Go To will just consume the invite and take you to whoever invited you instead of sending a new Go To request.


[h2]General Improvements[/h2]
  • New watch menu UI is much more responsive and consistent on all platforms, even when running/falling/moving.
  • Lots more screens in the new UI style including RR+, keys, and token purchasing screens. In addition, we have a new and improved "check out" experience when you buy items.
  • Small buttons are more reliable to press.
  • Menu laser is more visible over light themed backgrounds.
  • Scrolling starts easier on screens when clicking and dragging.
  • Tool menus are partially improved with these changes (on screens, and VR while the menu is detached). We will make the menus better while attached to the tool soon!
  • Avatar customization menu is larger in VR.
  • We now preserve returning players mic settings through orientation.


As always, thanks for playing Rec 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...

Rec Room UPDATE - the "Circuits V2" edition

[h2]New Circuits System[/h2]

This release is the debut of a brand new Circuits system (known as "Circuits V2" to differentiate from the existing Circuits). Circuits V2 is a powerful new system for creating interactive stuff in your rooms! Check out resources here for more info:

http://recroom.com/cv2

Things to know:
  • This is the first of many Circuits V2 releases. You can expect us to regularly release updates, improvements, and new functionality now that the system is live.
  • Circuits V1 isn't going anywhere. It will stay around to power existing creations, and you're welcome to keep using it - especially since there are still some things that V1 can do that V2 can't do yet (e.g., animation). Eventually we'll put Circuits V1 into "legacy" mode, meaning it will still work and receive bug fixes, but it'll be hidden by default in the palette. At that point, V2 will just be "Circuits" =]


We can't wait to see what you build with the new Circuits system!

[h2]New Room Settings[/h2]

The Room Settings pages have a whole new look and even more features creators can use to customize their rooms! Following the style of the new store and play pages, the room settings have been updated and improved with new UI.
Feature improvements include:
  • Easily change your room name, cover image and description from inside the game (Thanks for waiting on this!)
  • Customize your room's loading screen
  • Choose any photo from your room's photo roll to use as a cover or loading screen image
  • Rooms may now have one main category tag (#pvp, #hangout, #game, #quest or #art) and up to 5 custom tags to help players find your room
  • Room creators may now designate a different player as the room creator or delete the room (Careful, only the room creator has full control over the room settings, and deleted rooms are gone forever!)
  • The new subroom management page allows you to add, clone, and delete subrooms from a room
  • Quickly move a subroom to any other room you own
  • Max player count for a room can be set to either the size of the smallest entry subroom, or the size of the smallest subroom (great for #game and #quest rooms that have a tutorial subroom)


[h2]New Party Menu[/h2]
  • Added a dedicated Party tab to the People menu.
  • This lets you see who is currently in your party.
  • "Invite to Party" button lets you select and invite multiple friends or nearby players to party up.


[h2]General Improvements[/h2]
  • Fixes a bug where UI buttons could drift if clicked too fast.
  • Fixes a bug where UI buttons played multiple click sounds for a single click.
  • Fixed a bug that occasionally prevented users from undoing a deletion of an object, or redoing creation of an object that was recently undone.
  • Fixed ears turning on unintentionally for old saved outfits.
  • Lowered the chance of having a beard when randomizing the avatar.
  • New setting "Show Voice Lines" so players on all platforms can turn this off and take cleaner screen recordings. Find it in the watch settings, advanced tab, next to Show Names.
  • Fixed an issue where hitboxes could be missing on players.
  • Fixed an exploit where spamming pickup would prevent hit detection.


As always, thanks for playing Rec 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...

Rec Room UPDATE - the "First Impressions" edition

[h2]Dear Creators, Introducing... the (Beta) Mirror prop![/h2]
  • The dorm room mirror you know and love has been repackaged as the Mirror prop with a minimal, recolorable frame and configurable physics modes.
  • All mirrors (the Mirror prop, the dorm room & rec center mirrors, etc.) are now fully supported on Oculus Quest. No more solid color background!


https://imgur.com/a/X5l5Rax

Please note that to make the Mirror prop possible, we've had to put some protections in place:
  • Why? Mirrors are quite costly in terms of performance. There's no way around this.
  • While the mirror is in beta, its ink cost is slightly over 50%. We will reassess ink cost when it comes out of beta.
  • There can only be 1 mirror per room. E.g. if you can't spawn a Mirror in your dorm since there's already a mirror there!
  • Reminder that to use a beta prop, you must enable beta content in your room settings.


[h2]General Improvements[/h2]
  • Fix Anonymous cheers showing the sender
  • Add an auto message to the trolling report category for "Art griefing"
  • Add a profile button to portfolio page


[h2]Beta Content Changes[/h2]
  • The multiple In and Out chips inside of other chips have been changed into single In and Out busses.
  • Recently used chips will now sort closer to the top of palette search.
  • Most events in objects now run for everyone. Filter chips have been added after the events to try to pick a best player to run for.
  • Type name billboarding has been improved on both VR and screens. The billboards are a more suitable size for screens. The billboards no longer rotate with your head or move around as much while moving your head in VR.
  • Log string channel configurations now sync correctly
  • Some exceptions are fixed on the CV2 palette page
  • Some exceptions are fixed with the Player Get Equipped Objects chip
  • Player Reference Boards are no longer be left behind in rooms when players leave
  • Toggle Button V2 has correct Pressed and Released data for all players.
  • Ports on the Delay chip have been arranged into the correct order.
  • Control Panels can now be deleted if their objects are also being deleted.
  • Dice Get Result now returns a bool.
  • Piston V2 and Rotator V2 now have tags.
  • Chip previews now always have the correct name
  • Some edge cases encountered when undoing deletion or addition of chips have been fixed
  • Chips no longer accidentally end up inside/outside of other chips during undo
  • Undoing deletion/addition of objects with control panels is more stable
  • Event definitions no longer disappear sometimes when inside of circuit boards or control panels
  • New Chips: If Local Player Should Run
  • Deprecated Chips: Instance AI, Instance Bool, Instance Combatant, Instance Creation Object


Instance Float, Instance Int, Instance List, Instance List, Instance List, Instance List, Instance List, Instance List, Instance List, Instance Player, Instance String, Instance Vector3, Synced AI, Synced Bool, Synced Combatant, Synced CreationObject, Synced Float, Synced Int, Synced Player, Synced String, Synced Vector3, Set Value, Value Changed
  • The following chips have had CPU heat raised beyond the default: Button Set Text, Creation Object Add Tags, Creation Object Get All With Tag, Creation Object Get Tags, Creation Object Remove Tags, Delay, Event Receiver, Event Sender, For Each, For, Get All Players, List Add


List Concat, List Insert, Remove At, List Remove Last, Log String, Make List, Parse Bool, Parse Float, Parse Int, Player Add Role, Player Remove Role, Prompt Local Player, Reset Object
Reset Room, Show Notification, String Format, Substring, Text Set Text, Trigger Volume Get Filter Tags, Trigger Volume Set Filter Tags, Trigger Volume Get Objects, Trigger Volume Get Player, To String
  • The following chips have had net raised heat beyond the default: Creation Object Add Tags, Creation Object Remove Tags, Player Add Role, Player Remove Role, Reset Object, Reset Room


Breaking Changes
  • The exec port has been removed from Get All Players.
  • Rand Int chip is now inclusive.
  • SFX V2 now plays for everyone by default but has an option to disable synchronization.


Markers on Piston V2 and Rotator V2 also fire events for everyone by default but have an option to disable synchronization.
  • Piston V2, Rotator V2, and SFX V2 can now be played by anyone and networking will be done automatically.
  • Networked operations now expend additional network heat.
  • RPCs (some object chips) and synced events are now limited at 5-per frame.
  • You can find a new RPC meter in the CV2 page of the palette.
  • Impulse and reset chips are now networked automatically.
  • All chips with exec ports now expend additional CPU heat.


As always, thanks for playing Rec 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...

Rec Room UPDATE - the "First Impressions" edition

This update we've revamped our new user experience, avatar customization...honestly it's so much it's dizzying!

[h2]Redesigned title screen![/h2]
  • You are now greeted by your smiling Avatar
  • Nice and sunny in VR (definitely no ghosts lurking in the corner anymore)
  • Consistent look and layout on all platforms
  • New experience for creating accounts


[h2]New Avatar Customization menu![/h2]
  • Beautiful new design and refined layout
  • 2D animated render of your Avatar (that you can rotate!)
  • Outfit items are organized by the "slot" they go in
  • Easily unequip items with the "None" option
  • Undo and Redo for each change you make
  • Want to mix things up? You can now Randomize your whole Avatar
  • Improved experience of adjusting your eyes, mouth, and hat
  • Did we mention you can see how your hat looks from all sides?
  • You can now try on premium hair dye colors before buying!
  • Permanent hair dyes are less expensive
  • Temporary dyes are being removed and refunded if you have them in the backpack or currently active


[h2]^Orientation[/h2]

For users who are just coming to Rec Room for the first time, we've added a quick and delightful introductory tour of the Rec Room Campus. This is our chance to showcase the things we all love most about Rec Room -- our community values, our exciting games, and the enormous and growing library of user-created content to explore!
  • All new users go through Orientation as their first in-game experience.
  • If you're an existing user who just wants to check out Orientation, it's just another room you can visit any time you'd like. You can find it by searching for ^Orientation in your Play Menu.


https://imgur.com/a/DjRmSnW

[h2]Dodgeball Improvements[/h2]

We've improved the dodgeball throwing experience for screen players. They will now stand a better chance playing against VR players (but not too OP!)
  • You can now aim your throw more accurately on screens with the help of a visible reticle.
  • The dodgeball trajectory is now more predictable and powerful on screen with fine-tuned animations and launching speed.
  • Charging your throw will now have no impact on the dodgeball's launch speed. It merely allows you to hold it.


[h2]Dear Creators, Introducing... Green Screen[/h2]

A bright green backdrop to help with video production!
  • Find it in the Palette under the Creative tab
  • It can be scaled non-uniformly, and has configurable physics modes
  • We can't wait to see your videos!


https://imgur.com/a/grm1usv

[h2]General Improvements[/h2]
  • Iterated on the layout of touch controls.
  • Fixed screen players being unable to equip items from a gift box.
  • We've improved the "Always Face Viewer" config option on the Text Gadget for comfort in VR
  • We've also added an "Include Pitch" option, which will allow the text to pitch (tilt up and down) when set to "Always Face Viewer"
  • The Select Tool's Quick Action Menu now pitches up and down to face the player


https://imgur.com/a/LQMAaYk

[h2]Beta Content Changes[/h2]
  • Adds a new CV2 chip for checking whether a player is a subscriber to one of the current room's owners
  • Adds a new CV2 chip for checking whether a player is one of the current room's owners


As always, thanks for playing Rec 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...