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It’s time to RUN THE BLOCK![]
December 11, 2024
Run The Block! - Official Launch Trailer
Become Rec City’s TOP DOG in our newest RRO! Parkour your way across Rec City and climb the ranks through challenges and competitions to be the best on the block. PLAY NOW!
[More info available on rec.net and in the Creator Forum.]
Rec Room PATCH - the "Last of the Year" Edition[]
December 9, 2024
Welcome to Winter Wonderland 2024!
TLDR
- Some avatar body updates, bug fixes, and a small movement update... plus toes!
- We added beacons so you can now ping locations and communicate even quicker.
- Winter Wonderland is here! Celebrate the holiday season with us in ^WinterWonderland.
- This is our last update of the year! Thanks for being part of our community, this has been an amazing year and it's all because of you. Happy holidays and we'll be right back here with updates in a few weeks!
Avatars
- Improvements to existing culling groups and new avatar body models: futureproofing for new culling groups, improved hand deformation for bean avatars, and even toes for full body avatars!
- Bean avatars can now try on pants and shoes in the watch store!
- Your new bean avatar found its balance and now stands up straight!
- The new bean also got some small updates to animations while moving around.
- You'll now slide in the direction you're moving, instead of being based on your input.
- Fixed a bug where the bottom half of a specific eye type could begin clipping through part of your mouth. Yucka.
Rooms 2
- Fixed an issue where frozen props inside a container could prevent you from using the Move, Rotate, Scale, Manipulate, or Delete tools on it
- You can now delete frozen objects using the advanced creation mode hierarchy!
General Improvements & Bug Fixes
- VR players' beacon game is on point! No, literally - next time you're in a party or on a team in an RRO, point and press your controller's main trigger. You'll drop a beacon at the location the laser beam touches!
- Added quick chat for everyone!
- Changed the mobile app icon to something a little more chill.
- Added a new volume slider to the Audio settings page that controls the volume of Party Voice Calls separately from other Room voices.
- You will now open straight to party chat if you open chat and are in a party. Makes sense, right?
- Added better visibility for rooms that require a version update.
- The reaction wheel is now even snappier!
- Fixed a bug where the "Join Room" button could be disabled if you canceled inviting friends to join a room with you.
- Fixed a bug that prevented players from talking in Party Voice Call during loading screens.
- Fixed a bug where unowned items are unlocked when entering the portfolio of another player who wears those items.
- Fixed a bug where players with a large number of owned Avatar Items could not access said owned items.
- Fixed "nada, no rooms found" overlapping room search results when browsing by category.
- Fixed a bug that was causing the title screen to skip over the 'new account' page.
- Updated UI Elements in the Influencer Support Code flow. Also fixed a typo.
- Fixed an issue where players would crash when browsing carousels in the store.
- Updated meetup code UI.
- Now players with all room roles have access to view the Permissions tab in room settings!
- Removed the cause of StackOverflow when multi-selecting with a dropdown in RRStudio.
Rec Room Studio
- You can now configure mood chips!
Experiments
- On Screens, we have released an experiment which improves the Place feature in several ways:
- The object will now be maintained on the player Y axis when moved up and down.
- There's now a yellow outline indicating if the object is overlapping with other collisions in the world while being placed.
- Updates to the visual appearance of room cards across the pages of the Watch to show a "new" tag for rooms first published in the last month.
- Starting an experiment that adds a new "Best Popular Match" card to the Rooms Search page to allow players to go to a room related to their search that is most likely to have other players to play with.
- Some players will now be able to find events in the play menu!
- Experiment to add a new feedback survey at the end of Party Voice Calls.
- Adding a banner to shoes/bottoms tabs for experiment and design feedback.
Please see here for convenient links to controls, tutorials, comfort options, news, and more: https://rec.net/creator
We love to hear your feedback, so please don't hesitate to let us know what you think using the new Creator Forum here: https://forum.rec.net/
Rec Room UPDATE - the “The Big One” Edition[]
November 22, 2024
Welcome to Rec Room News!
Rec Room, meet Nintendo Switch™ - OFFICIAL TRAILER
TLDR
- Crescendo will be available on Mobile and Quest very soon!
- Double shot is back!
- A bajillion new chips (widdewawy) and a Smart Circuits recommendation system!
- Bonky’s Inferno is now available to play and to copy! [More info available in the Creator Forum.]
- This is our first Major Update and first update on Nintendo Switch™, we’ve added some performance-improving fixes. Try them out and say hi to all our new friends!
Avatars (featuring special guest, Locomotion!)
- You can finally adjust the hat position of all of your favorite hats with Full Body Avatars! As part of this update, we also fixed the bug so you can "Use Legacy Position" once again for Full Body Avatars (and eventually for the floating bean) ;)
- We increased the ranges for your mouth, eyes and nose placement for even more customization!
- Tweaked the way upgraded bean eyes are mapped from classic bean outfits.
- We’ve been having an issue with blue Full Body items, which have been fixed. Now you’ll no longer be blue (da ba dee da ba di)
- Fixed the reflection on the S.glitch Astronaut helmet.
- New locomotion chips: Player Get Is Standing, Request Balance Animation, Player Get Is Balancing, Local Player Set Animation Param Balance, and Request Stop Avatar Locomotion Animation
- New locomotion events: On Stand Stopped, On Slide Stopped, On Balancing Started, On Balancing Stopped
- Fixed animation issue when modifying steering values and using FBA in third-person.
- Request Slide now has a Min Duration so you can change how long slides last. It also supports infinite slides and changing the request parameters via a second request while sliding.
Circuits
- Added MakerPen Smart Circuits, a dialog accessible from the Connect Tool that recommends certain chips based on the port you drag from. A search bar is also available to find specific chips from the chip library without having to access the Maker Pen palette.
- Added the ability to double-select a line in the logging console and teleport to the source chip.
- Added search bars to more config menus for various nodes.
- Added "Max Speed" and "Acceleration Duration" ports to the Locomotion Request Wall Climb Start chip, which allows you to control how quickly players climb! Ascend (or descend) to new heights more quickly!
- Added a new Vector3 Angle node which calculates the angle between two Vector3s.
- Added the Vector3 Mask chip, which lets you keep or zero out values by dimension in a Vector3.
- Added the FormatValue chip! You can now use C# format operators to format integer, float, and string values!
- Added New Outfit Tag chips, Player Get Equipped Avatar Item Tags and Player Outfit Slot Flag Constant! We’ll have a developer blog on how to use these coming soon on rec.net!
- Added a new Vertical Cylinder Contains Point chip, it checks whether a given point is inside a Vertical Cylinder or not.
- Added a new AABB Contains Point chip, which checks whether a given point is inside an Axis-Aligned Bounding Box (AABB) or not.
- Added a new If Is Valid chip that combines the "If" and "Is Valid" chips, making it easier and more convenient to check if something is valid. We used it on ourselves - it said Valid B)
- Added Player Left/Right Hand Is Closed chips to detect if a player's hand is closed in circuits.
- Added a CV2 chip to get a Room Offer by Name.
- Added a new chip in beta that lets you adjust the field-of-view (FOV)! Friendly reminder that this chip is currently in beta and the limits for the chip may change as we tune things!
- Added Closest Point On Line Segment & Closest Point On Line, Audio Player Get Current Volume, and Player Get Is AFK chips in beta.
- Rounded out our rounding chipset with a couple of new entries: Round To Decimal Place and Truncate To Decimal Place.
- Fixed a bug where you could get stuck for a very long time "waiting for a Circuits snapshot," and therefore couldn't edit Circuits in a room.
- Fixed the
Go To Room
chip not working when the target is not the local player. - Fixed the Bug where the Equipment Slot Emphasize chip could fail if executed too quickly.
- Fixed a bug that caused Room corruption after changing the type of a Data Table column when there were chips that referenced that column in the room.
Rooms 2
- Fixed a bug where VR players would sometimes be sent to their dorm when saving the room. You wouldn't believe us if we told you what the problem was. Seriously.
- Fixed a bug which could cause large objects to rotate a little bit after a Room was saved. We think this bug may have friends... keep your eyes peeled and let us know if you see similar behavior!
- Fixed a bug that would sometimes cause objects to fly all over the place when a Room was loaded. We informed Facilities - they assure us that they've bolted everything down.
- Replicator Returned Objects and Target Objects will no longer be included in results from tag query chips (ie Get First With Tag, Get All With Tag).
- R2 Beta Blocker Bug Fixes
- Editing now works on Animation gizmos.
- The Numeric field with +/- buttons now has correct icons.
- Added type filtering to property list in Event Definition.
- Fixed a bug where different people wouldn't agree on the scale of small objects. How small is 'small', really? Well, now you'll be able to see for sure!
- Fixed an error where inventions with chips in R2 could not be selected.
- Fixed a bug where shapes would sometimes appear with the wrong scale when joining a Room.
- Fixed inconsistent scaling behavior when scaling multiple shapes simultaneously.
- Improved tube scaling behavior to be more consistent.
- Fixed a bug where the Projectile Launcher couldn’t hit players.
- Fixed an issue where Room Sun Modify's Blend Time input wouldn't work.
General Improvements & Bug Fixes
- Crescendo will soon be available on Mobile and Quest platforms! (Yes, we also fixed a few things on the Switch version too!)
- Added occlusion culling, and optimized lighting for mobile. Yay, more frames!
- Fixed a bug where the mirror kept shooting every second once fired. Everybody knows that the boss fight was too easy, right?
- Re-added the Dracula bat animation. Now you know who's who.
- Fixed an issue in Garden of Sorrows where the whip would not work in a specific spot.
- Double Shot has returned for the bow!!! We worked on a fix for the longbow to allow Double Shot while still preventing infinite shot and have added it back. Shoutout to Boethiah for helping us bring this back and helping us get it right. Note that RecRoyale still won’t have Double Shot, like always.
- Added “Place”, a new way to interact with objects! Now you can pick up and place objects with precision on screens, instead of dropping or yeeting them across the room.
- Added a new option to choose if other players in the Room are muted and/or if you are muted to them while in a Voice Call.
- The Voice Call icon in player nametags now changes to indicate if they are in your call or not, as opposed to just any call.
- Some of the RRO rooms would cause an full body avatar or upgraded bean to look like it was animating at double speed on Nintendo Switch™. It did look pretty funny, but if you’re reading this it’s already been patched.
- The addressable world is now 2 millimeters smaller in every direction. Reductio ad absurdum, the Roomiverse is a singularity in 16 million years (a few hundred millennia).
- Adjusted the language of the notice you’d get regarding RR+ already being on another Rec Room account.
- Fixed an issue accepting game invites from your phone's notification screen.
- Fixed some jitters while using Share Camera selfie on Screens, and performance issues when using the Share Camera's settings.
- Fixed a bug where the Manipulate Tool would scale both ends of a shape if the anchor setting was turned on.
- Fixed an issue some players had when leaving R1 Rooms with spotlights.
- Fixed an issue where Circuits were breaking spawner gadgets.
- Fixed a bug that made it so the bow and goblin wand could be grabbed off center when passing between hands.
- Fixed an issue where VR players could not reposition items when passing between hands. Enjoy your new Extendo arms!
- Fixed several issues with viewing other players' outfit items on their profile page.
Rec Room Studio
- Added support for cloning RRS Rooms!
- The new Material Conversion window assists you in converting third-party materials to render properly in Rec Room.
- Added a dropdown menu to select age range settings for your Room.
- Fixed an issue where Terrain with details (e.g. trees) would render those details in magenta when played in Rec Room.
Experiments
- We're trying out different tunings for the distance and volume at which voice calls activate. Let us know what you think!
- Started an experiment that will autofocus the search bar when you navigate to the player search page to allow immediate typing.
- Started an experiment where new users will see the categories page on the bulletin board in their dorm after completing orientation, or until they click the "show me all rooms!" button.
Please see here for convenient links to controls, tutorials, comfort options, news, and more: https://rec.net/creator
We love to hear your feedback, so please don't hesitate to let us know what you think using the new Creator Forum here: https://forum.rec.net/
Rec Room PATCH - the "Little Wonders" Edition[]
November 13, 2024
Beacons
- Have you ever needed to point something out to a friend, or ping strategic points in Paintball? Beacons are now the answer! Beacons are only visible to members of your party and/or team. Double-tap the screen on mobile, double-press the right bumper on controllers, or middle-click on PC while playing in a Party or Team to use beacons! All non-VR players have access to this feature right now, and VR access is coming soon!
General Improvements & Bug Fixes
- For VR players using grid snapping, twisting your arm while you're drawing a ribbon or tube no longer twists them, removing those strange twists and turns of shapes that randomly showed up.
- Fixed an issue some players were having when accepting game invites from their phone's notification screen.
- Fixed a bug that required you to reselect a player to gift when gifting through someone's wishlist.
- Fixed a bug where room instances might become unjoinable if you edited a bunch of Circuits.
- Fix a bug where unowned items are unlocked when entering the portfolio of another player who wears those items.
Mobile Home
- Enabled Landscape Mode for Mobile Home
- Added better indicators of Rooms that require a version update.
Experiments
- Previously, we experimented with providing a feature to precisely Place Rooms 1.0 shapes set to Decoration or Environment on Screens. Now, we're continuing that experiment with other objects that have physics like weapons, food, dodgeballs, etc. Thanks to all the great feedback so far we've been continuing to iterate on this feature, so please continue to let us know what you think!
- We'll soon be experimenting with controller controls on the watch menu. You will be able to use the L and R shoulder buttons to highlight the desired tab, then wait a second for the page to switch over. Let us know what you think!
Please see here for convenient links to controls, tutorials, comfort options, news, and more: https://rec.net/creator
We love to hear your feedback, so please don't hesitate to let us know what you think using the new Creator Forum here: https://forum.rec.net/
Rec Room is now on Nintendo Switch™! - Official Launch Trailer[]
November 6, 2024
Rec Room is now on Nintendo Switch™! - OFFICIAL LAUNCH TRAILER
Rec Room is now on Nintendo Switch™!
🎮 Jump in to create, play, and explore countless games and worlds with your friends—just try not to throw your Joy-Con in excitement!
📥Download from the Nintendo eShop and join the fun!
[More info in the Nintendo Switch FAQ.]
Rec Room PATCH - the "Place Precisely" Edition[]
October 28, 2024
General Improvements & Bug Fixes
- Added "Place", a new way to interact with objects! Now you can pick up and place objects with precision on screens, instead of dropping or yeeting them across the room.
- Fixed an issue with notifications disappearing once you've interacted with them. We're busting ghost (notifications) this spooky season B)
- We fixed an issue with the FBA version of the Dirt Bike Chest Protector - should show up the correct color now!
- Fixed several issues with viewing players' outfits on their profile page.
- Even faster MakerPen load times.
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 "Updated Update" Edition[]
October 21, 2024
TLDR
- No more double invites! You won't be asked to invite friends who are already in the room you're going to.
- Gave some TLC to slide and teleport animations for FBA and Upgraded Bean.
- Fixed some issues with broken Data Table UI, Customize Anywhere, and chip culling performance.
- Added support for cloning RRS Rooms!
Avatars
- We heard your feedback and gave some love to our slide and teleport animations on both Full Body and Upgraded Bean Avatars. We hope this helps level the playing field for PvP games!
- Customize Anywhere is now a tab in the Watch.
- Fixed a bug where the Customize Anywhere button wouldn't take you to the Customize Anywhere page.
General Improvements & Bug Fixes
- Fixed an issue where a broken UI was preventing Data Tables from being viewed or edited.
- Fixed an issue where the "back" arrow wouldn't appear on Watch store carousels.
- Fixed certain item lists not updating.
- Added search bars to more config menus for various nodes.
- Players will no longer be asked to invite online friends who are already in the room they're going to.
- Improvements to chip culling performance.
Rec Room Studio
- We've now added support for cloning RRS Rooms! Users will first have to confirm they own the right to use all assets within their room for it to be cloneable, then you'll be able to share your creations with everyone.
Experiments
- Started an experiment with audio settings where the microphone is turned off by default on new accounts and we're testing a variety of UI changes to let the player know their microphone is muted.
- Rolling out a more performant chat experience to some 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 UPDATE - the "Rectober 2024" Edition[]
October 7, 2024
TLDR
- The Material Conversion tool is now available! Check out our dev blog for info on how to use it.
- Spooky season is upon us, join us for Rectober!
- Name limits have been increased for invention, inventory, and offer names.
Rec Room Studio
- The new Material Conversion window assists you in converting third-party materials to render properly in Rec Room.
General Improvements & Bug Fixes
- Fixed an issue where 'back' arrows wouldn't appear in Watch Store Carousels.
- Fixed a bug with the background app splash screen on iOS.
- Spooky scary new Rectober app icon on mobile O_O
- Increased the max character limit for invention, inventory item, and offer names to 40 characters!
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 "Fully Functioning" Edition[]
September 30, 2024
TLDR
- You can now customize your Reactions from your Profile page!
- Functions! Check out all the new chips you can use inside of Functions below.
- Fixed holster placement issues in VR and the handshake interaction between VR and other platforms.
- Optimize your meshes in RRS with the click of a button using ProBuilder Optimization!
Avatars
- Your avatar shoes just got an update! We added feet data... don't make it weird.
- Fixed a bug that added a nose and eyebrows to saved outfits when loading in Modern Bean.
- Fixed a bug where the Watch would disappear when switching body types.
Functions
- Function Call Nodes can now be used in inventions!
- Fixed a bug where Functions could end up in a bad state after deleting one of their output ports. They should now... function correctly (ba-dum-tssssss).
- The following chips are now usable inside of Functions:
- Data Table Get All Rows Containing
- Data Table Get Column Count
- Data Table Get First Row Containing
- Data Table Get Row Count
- Data Table Read Cell
Rooms 2.0
- Added LocalPlayerSetLocomotionVFXEnabled. This new chip allows you to disable various feedback effects in R2 so you can cleanly replace them with custom effects.
- Fixes for Hierarchy view:
- Gamepads are now able to reorganize hierarchy!
- You can now scroll through hierarchy view on touch platforms.
- You can now 'undo' the "Edit Out and Move Selected" operation.
- Fixed a bug where the "Select Entire Invention" button in the "options" menu could result in invalid selections.
- The "Make Invention" option in the Makerpen options menu will now appear even if you have part of another invention selected.
General Improvements & Bug Fixes
- Take your Reactions to the next level with basic customization on your Profile page!
- Fixed an issue where in VR if you physically moved or rotated yourself in your play area, the hip equip slots would become incorrectly placed. This issue was prominent in Rec Royale, now you should be able to catch Ws without fumbling through your weapons!
- Adjusted the hip slots volume placement when VR player goes into crouch and prone to reduce false positives.
- We heard your feedback that the new default shirt for costumes was causing clipping issues. Now, when you equip a costume that hides torso items, you'll see the old default shirt again.
- Improved the Screens-to-VR Handshake interaction, so for Screens players interaction with VR players:
- The prompt for accepting a handshake from a VR player changed from "Add Friend" to "Extend Hand". (The VR player can complete the interaction.)
- The progress bar around the prompt was removed since it only requires a tap.
- For handshake offers started this way, the Screen player's gesture will return to neutral after a completed handshake.
- Faster load times for the Makerpen.
- Object highlights/outlines on mobile are now scaled correctly for iOS, Android, and Quest.
- Fixed certain grid lists of room cards having missing rows.
- Cleaned up UI hydration for controller users.
- Fixed visibility on some advanced microphone settings to match platform capabilities.
- Fixed incorrect sizing on the Play search page.
- Fixed a bug where some users with a lot of saved outfits weren't able to log in.
- We changed the default t-shirt for new users to the Untucked Tee.
- Fixed an error on the bug report page.
- Storefront boot performance optimization.
Rec Room Studio
- A new component called ProBuilder Optimization can now be used to save memory when using ProBuilder by creating optimized Unity meshes for runtime! If you add the component to your existing ProBuilder Mesh objects, you can use the Optimize button in the Inspector to create an optimized mesh. If you need to edit the mesh again with ProBuilder, the Edit button restores the original ProBuilder Mesh component.
Experiments
- Starting an experiment for a new title screen landing page that will affect some players. This will give players the ability to join friends that are already online in public rooms from the title screen!
- Starting an experiment for party size warnings when traveling to a room too small for the size of your party. No Bean or FBA left behind!
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 "Nothing to See Here" Edition[]
September 23, 2024
Read the title.
- For real.
- Did you even read the update name?
- Nothing to see here. It's in the title.
- Totally not gearing up for something in the future.
- Literally no updates are in here today.
Are you still reading these?
- Last week's update was large.
- The shipnotes were like a mile long!
- That's a lot of scrolling.
- Don't you wanna take a break?
- This is your chance to find a new favorite room.
- Tell your friends you love them.
- Maybe get some boba from the place nearby.
- Are pumpkin spice lattes back yet?
- I've never tried one but I think this is the year.
I swear there's nothing substantial here.
- Seriously.
- Stop reading.
- Fine, I'll give you what you want.
- A little glimpse into our dark and twisted reality.
- It's an update in preparation for some stuff coming later.
- Stuff that's, like, cool and lit and stuff.
- +10,000 aura type beat.
- Definitely not anything sus.
I'll be honest
- We are working on some cool stuff and can't wait to share it with you. Might not be the next ship or the ship after that, but this ship is here to help us make some upgrades to do those things.
- Make sure to RSVP to RecCon and Gribbly's keynote for a look at what's coming Soon(tm) (and beyond!)
- Thanks for reading all this.
- Especially you, Sk0l ;)
- tt4n, see y'all at RecCon!
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 "Upgraded Bean" Edition[]
September 16, 2024
TLDR
- We're starting the Upgraded Bean experiment tomorrow - see if you're part of the experiment and let us know what you think!
- Room contributors can now only be added by invitation.
- Added chips that detect the player's input type.
- Added a text filter to Event Sender and Event Receiver nodes which now allow you to sort and filter!
Avatars
- Some of you will soon have the option to try the Upgraded Bean Avatar, as opposed to your normal everyday Bean. Check it out and let us know how you like it - and if you really want to go back to your normal Bean Avatar, we added a switch so you'll be able to change back and forth no problem. [See dev blog for more info.]
- We updated how Full Body scaling works to allow your arms to better fit your avatar. Make sure you have good measurements and enjoy a better embodiment of your avatar!
- Hat Adjustments work on Full Body. You can finally adjust the hat position of all of your favorite hats with full body avatars. And as part of this work, we also fixed the bug so you can "Use Legacy Position" once again for full body avatars (and eventually for the floating bean ;)
- Made it so that Upgraded Bean players in VR won't have their camera level scale with their avatar's height.
- Improved the performance of Avatar Customization windows.
General Improvements & Bug Fixes
- Made progress shortening the MakerPen's initial load time!
- Room contributors must now be added by invitation.
- We implemented a fix for mobile that makes fog more transparent and less harsh.
- Some custom shirts that were priced under 1000 tokens weren't visible in the Watch, but now they are! :)
- Added the new chips Local Player Is Using Controller, Local Player Is Using Touch, Local Player Is Using Keyboard and Mouse nodes, which have been added to the palette to assist creators in detecting the player's input type.
- We addressed an issue that allowed the creation of corrupted inventions by ensuring when the MakerPen is dropped to take an invention photo and then picked up, the editing state of the MakerPen is restored.
- Added a text filter to Event Sender and Event Receiver nodes which now allow you to sort and filter!
- In Rooms 1, cloning a simple prop (Ex: basketball) using a directional clone handle would result in the clone being at the wrong position. We implemented a fix which disables collisions on the clone source so the clone won't immediately collide.
- Fixed an issue where Sawhorse hats weren't appearing. We really had to start busting ghost hats the first week of spooky season?
- Also fixed Sawhorse item thumbnails not showing up in Gift Notifications.
- Added fixes for notifications in VR where the menu button wasn't behaving properly. Bad button! Bad!!!
- Fixed an issue where the 'favorite friend' badge was getting cut off.
- Added auto-assignable player tags in the updated Room Permissions tab.
Rooms 2.0
- Fixed an issue where a shape could end up with negative scale values when the scale tool was used. Now scaling will stop and you will receive a notification that you can not scale farther.
- Increased the maximum amount of inventory items allowed in a Reward from 100 to 1,000,000. That's a lot!
- Added polish to the MakerPen UX in the Hierarchy Tab.
- Got rid of some settings in the Rooms 2 Permissions tab that were exclusive to R1.
Rec Room Studio
- New functionality is now available for Lights in Studio Rooms! The Universal Additional Light Data component now exposes an option for per-light specular contribution. Lights that have been upgraded to support specular contribution that are Spot lights also now can use the Inner Spot Angle to change the light attenuation.
- Fixed a bug which caused buttons and some other Asset Palette prefabs to appear rotated incorrectly when dropped into the scene view.
- Added a fix to avoid a bug in Unity that could prevent rooms from loading when the Unity project path contains multi-byte UTF-8 characters.
Experiments
- You know how on Screens you can pick up a blob of Shapes, pretend to throw it, and it will just stay stuck in the air? Well, what if instead of that you could precisely place the Shapes where you want? Now you can, which we hope makes building blocks and board game type experiences a bit more possible. Currently all Rooms 1 Shapes set to Decoration or Environmental have this as their main action (instead of pretending to throw them) but we hope to expand the capability to more objects in the future.
- Added an experiment for when opening the customization page in the navigation bar, the page will display a back button, and clicking it will display the last Watch page instead of closing the Watch.
- Starting an experiment that will replace imposter rendering with item thumbnails in the store. This shouldn't affect what you see, but will consume less memory!
- Just putting it in here one more time, but we'll be starting the started an experiment for the Upgraded Bean, with rollouts to more players coming soon. Thanks for reading all the way down here btw, have a cookie (you earned it) :)
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 "Fall Cleaning" Edition[]
September 10, 2024
TLDR
- Fixed some bugs and issues.
- Cleared out old code.
- Starting a new experiment for some players that will show their entire FBA on the Title Screen instead of just your torso!
General Improvements & Bug Fixes
- Fixed a bug that would show an extra light strip above the "My Dorms" tab.
- Fixed a bug where the 'free gifts' screen would cause the client to become unresponsive.
- Fixed an issue where when trying to buy a gift, it took you to the 'item details' page instead of picking out who to gift.
- Fixed an offset issue in the Watch UI that could happen anywhere, but most often on lower end platforms.
- Reduced the amount of 401 errors players were receiving - the threshold for these errors is now higher, so you shouldn't see them as often!
- Did some fall cleaning and cleared out some old dead experiment code.
- Also fixed some memory regression with store pages in the Watch.
Experiments
- Beginning an experiment with changes to how the avatar appears on the Title Screen, showing the entire Full Body Avatar rather than just the upper torso. Now you can admire your legs in all their splendor and glory - before even signing in!
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[]
September 4, 2024
TLDR
- Added Music Mode B)
- We fixed a large performance regression with R2 rooms, and performance should be back to where it was a few weeks ago.
- We fixed a longstanding issue with room reports - you can now include all the details you need or want to include with your room reports. Thank you rec roomers for flagging this one!
- It's now more difficult for loading players to break rooms and we're providing better logs for loading issues.
- A whole lotta chips are out of beta, check the list below!
Full Body Avatars
- We've convinced the hand grip animations to stop being stubborn and actually update the grip values when you change your grip. It's, it's, it's, hmm... Grippy !
- Beginning a new experiment for some new players to start as a Full Body Avatar when loading into the game for the first time.
Rooms 2.0
- We fixed a performance regression where players would lose a significant amount of performance in R2 rooms compared to R1 rooms. Let us know if you're seeing improvement this week!
- Multi-selecting components with the connect tool now properly parents the object boards without causing any existential crises.
- Ribbon tubes from R1 rooms now have their passports and can travel safely to R2 without getting lost in the code.
- Fixed an issue where R2 invention containers and shapes were playing hide and seek and not tracking to the correct invention. They've been caught and are now behaving.
- We made external parent wires hidden when in a lower scope. This fixes the behavior of "Hide Higher Scope Boards" so that the wires of higher scope boards are hidden in addition to the chips, now you'll no longer get floating wires.
General Improvements & Bug Fixes
- Fixed the broken room report UI where there was an aggravating text bug that would make it difficult to type a lot of details in a room report. you can now include all the details you need or want to include with your room reports. Thank you rec roomers for flagging this one"
- Spammers be gone, we disabled the "Go To" button for non-friends in all situations.
- Leaguers can now sign in relief, we fixed an issue where teleport and snap rotating players could send items through the ground.
- The maker pen menu buttons now have a consistent font size and won't go through identity crises when clicked.
- Expanded out a white bar UI issue with the Friendotron.
- Made it more difficult for loading players to break rooms.
- Improved the messages for circuit errors you get when a player receives CV2 events before they've fully loaded.
- The Gun Handle Released event was feeling shy and refused to fire after reloading, but we've boosted its confidence with a pep talk and some bubbly. It's now firing as expected!
- We have removed Portrait Mode! You will enter the game on mobile in Landscape mode from now on.
- We've added a new voice chat setting for those of you who like to play music or have their mic tuned just the way you like it. You can find "Music Mode" in the "Advanced Microphone Settings" section of the audio settings page.
- Improvements to the 'copy code' and 'share link' buttons.
- "Copy code" button copies just the code now.
- Changed the text on the "copy link" button to "share link".
- Screens and mobile players can now press buttons even when you're reeeeeally reaaaaally close to them. Like super close.
- Fixed scroll snapping when changing pages in the Watch, so now it'll look silky smooth B)
- Added a "view invention details" button for both R1 and R2 inventions. When you have any part of an invention selected, a menu option will be available that says "View Invention Details", which will then take you to the invention details page. Pretty neat, huh?
- When deleting points from a curve shape (MakerPen), you can delete all but two points instead of one so that the bad things don't happen :)
- The report button should now appear on player profiles that are blocking you. No spam reporting for being blocked please, but do report if you've experienced CoC breaking behavior.
- The following chips are now out of beta! (including some event ones ahead of RecCon!)
- NavMesh Sample Position
- Objective Marker
- Objective Marker Attach To Player Or Object
- Objective Marker Get Color
- Objective Marker Get Current Distance
- Objective Marker Get Distance Enabled
- Objective Marker Get Enabled
- Objective Marker Get Fade Threshold
- Objective Marker Get Label
- Objective Marker Get Label Enabled
- Objective Marker Get Position
- Objective Marker Get Target Object
- Objective Marker Get Target Player
- Objective Marker Set Color
- Objective Marker Set Distance Enabled
- Objective Marker Set Enabled
- Objective Marker Set Fade Threshold
- Objective Marker Set Label
- Objective Marker Set Label Enabled
- Objective Marker Set Position
- Quick Chat Table
- Quick Chat Table Set Enabled
- Leaderboard Get Projector Enabled
- Leaderboard Set Projector Enabled
- Spawnable tools: Leaderboard Projector
- And some chips have been added to beta ahead of this year's RecCon!
- Add Chip: Destination Event Constant
- Add Chip: Destination Event Variable
- Add Chip: List
- Go To Event
RRStudio
- Added a new field to the Canvas Interaction component in Rec Room Studio to let you force control hints to show up for all platforms on a canvas. You can also use this to suppress control hints on all platforms, in case of an extra dense UI.
- By default, Screens players always see control prompts for UI, and touch players do not. This default is not new behavior, but is subject to change in the future.
- The Grabber template in RRStudio got a little TLC to stop those pesky non-serialized component issues.
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.
Avatar Studio is here![]

August 20, 2024
With its rollout, you'll have even more Avatar items to express yourself, all created by your fellow community members. We kicked things off by having the creators from Sawhorse Interactive test it out, and their amazing new items are now available in the Watch Store’s Featured page. Click the link in bio to learn more about Avatar Studio!
https://rec.net/creator/p/Avatar-studio
Rec Room UPDATE - the "Bool spits lazy facts" Edition[]
August 19, 2024
TLDR
- Bool chips are now lazy but also faster and more efficient!
- Your saved outfits with custom shirts can be worn again. Show me that fit!
- The Pathfinder will make better choices on where it is going (or not going).
Full Body Avatars
- Addressed that pesky issue where custom shirts in saved outfits were playing hide-and-seek. They're back, front and center where they belong.
- Fixed an issue where VR players in Full Body Avatar could experience minor hand jitters under certain circumstances.
General Improvements & Bug Fixes
- Bool chips got smarter and lazier, now they'll stop working as soon as they know the answer, saving heat and preventing circuit errors. Bool chips will now 'short circuit' when possible, such that they do not evaluate the remaining inputs when the output can already be determined. This includes 'And', 'Or', 'Nor', and 'Nand'.
- Put an end to the twisty-turny drama with tube and ribbon curves snapping. You can no longer snap grid point rotation when creating a curve with a tube or ribbon. When grid snapping was on, the curve control points could end with rotations that did not match user expectations.
- Added a new Circuit Board Maker Pen "Scale Control Panel Offset" tool setting. The setting defaults to true/on - maintain current behavior. When it is set to false/off, the control panel will maintain a constant distance from the object when the object is uniformly scaled.
- Squashed the bug where tapping a deep link might take you on an unexpected detour to your Dorm instead of where you wanted to go. Now you'll land where you intended, no surprise pit stops!
- Eliminated a persistent autocomplete dropdown bug where autocomplete options appear persistent on the screen even when players aren't actively interacting with the input text field.
- We uncrossed our wires to fix a bug where when using wire on an input circuit pin, the config menu wouldn't always pop up on your maker pen UI.
Rooms 2.0
- Taught Pathfinder to listen better to the Rec Room Object Reset chip, it's finally maturing :,)
- Pathfinder also learned to think before acting. If it gets two requests during the same frame, it'll now go with the most recent one, like the true multitasker it is.
RRS
- We optimized slow Studio Function Animator method calls to
Animator.SetFloat(string name, ...)
,Animator.SetBool(string name, ...)
andAnimator.SetInteger(string name, ...)
to substantially reduce performance impact when these are called frequently. - Squashed an exception that could occur during a domain reload when the Asset Palette tab is open.
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 "Dry Eyes" Edition[]
August 12, 2024
TLDR
- Updated grabbable items and consumables for Full Body Avatars, now you can finally pour water into your mouth (instead of your eyes) on Screens!
- Touchpad component changes
- Patched glitch-grabbing exploit for longbow and goblin wand
Full Body Avatars
- Sometimes hands felt a bit clunky when releasing grabbed items, like there was a kind of ghost collider getting in the way of whatever you were holding as soon as you dropped it. We found the ghost and exorcized it. (Who you gonna call? Coach busters!)
- We took a pass at the 500+ items you can grab in the game and updated how they look in your hand and how you look when drinking and eating. For example, you'll no longer pour the water bottle into your eye when trying to take a drink on screens. There are just a few challenging outliers (like the Rec Royale Glider) that need some special love - we'll get to those in a future update.
- Fixed watch lag and anchoring in VR for FBA.
- Repositioned FBA seated positions to align with bean offsets.
General Improvements & Bug Fixes
- Reduced temporary memory allocations during circuit execution by removing extra enumerator allocations in foreach loops caused by the interface.
- Function definition nodes can now be cloned and put into inventions.
- When wiring together incompatible ports on chips in a beta room, a conversion chip will automatically be inserted between them when possible.
- Fixed a bug that could cause issues with Player Boards for joining players with a custom voice rolloff player trait.
- Added a setting to Interaction Volume V2 to allow creators to hide/show the outline while hovering.
- Fixed a bug where party or club chat would be un-selectable when switching tabs.
- Fixed the size of room and item card loading placeholders that were loading in at the wrong size.
- Fixed an issue where bogus VR tracking data could cause rendering issues
- Okay, don't get too mad at us, but we had to patch the glitch-grabbing exploit for the bow and the wand in VR. Sorry, gang.
- Fixed broken behavior after unlinking an account from a device. Don't worry, guys - we turned it off and back on again.
- Fixed a bug where some text validation was not run on Xbox input prompts.
Rooms 2.0
- Baked a fix for issues with non-hierarchical NavMesh baking in R2 rooms.
- Fixed an issue where when using the connect tool to reparent objects in R2, a selected item may go out of scope and should no longer be selected
RRS
- Fixed issues with the copying of Clamp, Rotator, and Piston content from legacy rooms and pasting them into Rooms 2.0 rooms.
- Square up! Cubemaps will now have a more optimal texture format automatically applied for mobile platforms.
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 "We added a TLDR Section!" Edition[]
August 5, 2024
TLDR
- Starting Tuesday an experiment for "My Dorms" is starting - check your creation tab on the watch!
- The crafting cost of the Stone Axe has been lowered in MLM.
- 10x more recording time in Holotars V2!
- Loading and networking issues have been improved.
My Little Monsters
- The Stone Axe crafting cost has been lowered to 1 Wood, 1 Stone, and 1 Crystal.
- Objective markers display on wood, stone, and crystal right outside the first portal.
General Improvements & Bug Fixes
- Players shouldn't fail to load into rooms as frequently.
- The maximum Holotar (V2) recording duration has been increased from 30 seconds to 300 seconds - that's 10x more time for recording brainrot!
- Pressing the 'Clear' button on a Holotar recording window will now display a confirmation button before deleting the recording.
- Moved the Animation gizmo controls to their own Maker Pen menu tab.
- 'Toggle Button Set Is Pressed', 'Print Text To Screen', and 'Clear Screen' chips will now consume the correct amount of "network heat" when used. Network heat is the name we use for how much data is sent over our network, and because these chips weren't counting correctly, the networking in some rooms was breaking. Yay, thermodynamics!
- Cloud lists are now out of beta!
- Fixed a bug where functions without exec ports could return incorrect values if multiple calls were made during the same exec.
- Monitor rooms for corruption and refuse to save them if corruption is detected in rooms, invention creation, or invention spawning.
- Pressing the 'Clear' button on a Holotar recording window will now display a confirmation button before deleting the recording.
- Fixed up some old bugs around fist bumps and high fives making them easier to trigger.
- Removed placeholder text when the UI is loading.
- New LocalPlayerSetGravityDisabled node will let you turn off gravity for the local player!
- Once you're floating around you can use custom locomotion or the new PlayerGetPhysicsVelocity, PlayerSetPhysicsVelocity, and PlayerSetSteeringVelocity nodes to finely control your movement.
- Fixed an issue that prevented 'Data Table Get Column Count' and 'Data Table Get Row Count' from being configured to a data table.
- Toggle Button components now have a 'Synced' toggle, allowing their pressed state to be unsynced between players.
- Translated an untranslated Progress tab label in the profile page.
Rooms 2.0
- Fixed the issue where
Equip Object to Dominant/Off Hand
chips failed when used on a handle not in a hierarchy. - Replicators can now be included in inventions.
Experiments
- We're trying out some Token Store layout changes over the next few weeks. We've also fixed a few bugs and made some general improvements related to token purchasing.
- We're launching an experiment this Tuesday on adding "My Dorms" to your creation tab in the watch. Make multiple dorm rooms, save them for later, and swap out the look of your room for the seasons or events!
Rec Room Studio
- Added new Asset Palette UI to streamline creation workflow.
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 "My Little Template" Edition[]
July 29, 2024
Cross-room Party Voice Chat
- Cross-room party voice chat is now available! Communicate with your friends in different rooms and keep in touch no matter what you're up to, all within Rec Room!
Rooms 2.0
- The Eyedropper tool is now available!
- Custom Locomotion: Request Steering chip now supports instant acceleration (zero acceleration duration). 0-60? More like 0 to the digital future, amirite?
- Players can now rename containers from the MakerPen Hierarchy window.
- Fixed the reset bug for
Reset Room
andRec Room Object Reset
chips. - Reparenting multiple objects at once will now maintain any circuit connections between their Object Boards.
- Fixed an issue where clicking the edit button would edit out of circuit boards.
Full Body Avatar
- There were some discrepancies with how floating bean and full body items looked, especially for glasses items. We wrote some automation to seek out these offenders and discovered mismatches in how the shaders were authored between our floating bean and full body items - so now they're fixed!
- Fixed a bug where head scale wasn't displaying correctly on FBAs when changing rooms.
General Improvements & Bug Fixes
- Fixed a bug where the Holotar scale did not match the player avatar size when scale was 1.
- Text may be a little sharper on some platforms (but shouldn't be too noticeable).
- Hands will no longer sync if you are typing into a sensitive text field in VR (passwords, personal info, private messaging, etc.). Does not apply for insensitive text fields, though. They wouldn't really care anyways!
- Restored the avatar snapshot as your default profile photo for new players.
Rec Room Studio
- New projects created using the Rec Room Studio launcher will now include default assets from My Little Monsters! We also have a new kit-based Template Room available from the Create menu in-game, so even if you can't use Rec Room Studio, you can find all these assets and use them!
- Added the new "Instance Recolor" component which allows you to have different per-instance colors without using multiple Materials to do so. Instance Recolor can also be used with Studio Functions to dynamically change the color of objects from Circuits!
- A new validation error will appear when the
AudioMixerRegistry
specifies an invalidStudio Mixer
object. - Fixed an issue where textures used by Terrain, RawImage, or ParticleSystem components appeared at a lower resolution than intended.
- Prevented an issue with cameras in VR by ensuring that the camera doesn't have 'Target Eye' set to 'Both"
Experiments
- Some new players may start out in third person (with the option to toggle to first person, of course!)
- Some players may have access to the new pinch feature, which can change the camera perspective and zoom on Touch.
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 "Strike a (hand) pose" Edition[]
July 22, 2024
Full Body Avatars
- Oops, we accidentally broke some hand poses for FBA. Here's some fixes for the camera, frisbee, and mug hand poses used across a variety of tools, let us know how they look!
- Fixed some annoying bugs when using the makerpen while in a full body:
- Your hands still function when going to the smallest self-scale size.
- Your other hand won't be blocking your view anymore.
General Improvements & Bug Fixes
- We changed the 2FA login field type to numeric digits, so typing 2FA codes is now more convenient! (Especially on platforms like Android)
- Fixed the color of certain banners on the home page. Ooooooh, pretty!
- Fixed a bug where players had a chance to get stuck in the "play" door in Orientation. Door stuck!
- Fixed a bug where the Charades Pen becomes stuck in players' hands in VR.
- Fixed a bug where players could equip a full-body costume via circuits while it was being edited.
- Fixed a bug where Room Inventories would not sync in time in multiplayer instances.
- Fixed a toggling bug that could cause toggle buttons to be toggled multiple times when pressed in VR with other players in the room. Now you'll be able to toggle correctly to your heart's content <3 data-preserve-html-node="true"
Experiments
Started an experiment with a new invention creation menu.
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 “Hands-On” edition[]
July 8, 2024
Rooms 2.0
- The Link Button and Creator Feedback Buttons are now available!
- Improved the reliability of inventory item transactions.
- Fixed the bug where Dialogue UI does not work properly with Room Reset.
General Improvements & Bug Fixes
- We adjusted the hand animations on VR and screen mode for full-body avatars. Opening and closing your hands in VR should now feel less “sticky.” Jumping, climbing, and prone hand positions now look more like you would expect. Have fun with your new clean hands!!!
- Adjusted foot animations to be more grounded when idle and turning in place.
- We eliminated the ability to mute other players while on a junior account, since juniors aren’t able to hear other players anyways.This saves some memory and also clutter from your UI!
- Added a fix for blocky avatars on Quest 2. Avatars were incorrectly being selected for low quality settings.
- Added a fix for the holotar projector momentarily displaying the previous holotar recording when multiple holotar recordings are assigned in succession to a single projector. Clarence won’t randomly appear in other storefronts anymore, Press F to pay respek :,(
- Fixed a bug that prevented the 'Split Shapes' button from working in Costume Dummy props.
- Fixed room settings UI appearing to allow changes incorrectly.
- Fixed a bug that made it hard to grab or put objects in your backpack.
- Helmet hair now works for the Skeletor Hood and S. Hoods
- Removed some unused textures in ^Park.
RecRoom Studio
- Fixed a bug where Undo and Redo after creating a new Studio Object prefab could result in incorrect room save states.
- Improved Studio Function UI to handle cases where changing the method call target can preserve which method is called.
Experiments
- Ended our experiment with blob shadows. Now you should have a visible shadow when using the bean avatar to help you navigate the world!
- We’re testing variations of the room chat bubble visuals again. This time, the new look should still remain visible and clear to read. Let us know what you think!
- We're testing variations of a new feature where tapping players opens a [circular menu] with a few quick options instead of going directly to their profile in the watch.
- We're trying out a few more variations around the Picture-in-Picture view of your avatar, including layout/icon adjustments and making the resolution higher again on certain graphics settings.
- We will be testing a new "Across Room Voice Chat" feature in the future, which will allow you to speak with members of your party while in a different room. Look out for notes about it soon!
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 “Free Movement” edition[]
July 1, 2024
Rooms 2.0
- Fixed a bug that prevented item skins from being applied in Rooms 2.0.
- Added a fix to prevent reparenting of animated objects due to animation errors.
- Hierarchy auto-scrolling now works in VR. Updates to Custom Locomotion:
- Fully customizable Air Control!
- No more hidden modifiers! The acceleration time you pass in is what you get
- Added Air Control Percentage Trait
- Added Air Control Multipliers to the locomotion graph
- You might want to spawn a new locomotion graph if you've already spawned a player definition board in your room
- Added On Velocity Modified event to the player. This event is fired anytime you use the following chips on a player:
- Add Velocity
- Set Velocity
- Set Velocity Over Time
- Fixed bug where Acceleration Time wasn't respected while sprinting
- Added comments explaining different sections of the locomotion graph
- Fixed bugs in the default graph
- Corrected air control calculation
- Prevent your gaze direction from stopping your sprint and kicking you off the wall
Full Body Avatars Improvements & Bug Fixes
- We've heard feedback that some players felt the head was a bit too big. We wanted to give you control to return it back to bean size. You can find the setting by navigating to the "Face" customization page and selecting the "Adjust" option presented on the selected face shape.
- Adjusted the head positioning for better animations when moving around.
- [More info about full body avatars in a blog posting].
General Improvements & Bug Fixes
- Introducing more variety of canned chat options!
- Third person camera is no longer blocked by collision that doesn't block movement or interaction (like decorations!)
- Tuned steering wheel animations in vehicles, now your drifting clips will look even smoother!
- Fixed an issue where hands would lose collision with grabbed objects.
- Fixed a bug that caused the Maker Pen Palette to sometimes not properly update the list of available chips when editing in/out, or when working with functions.
- Added 'Player Get Volume' chip in beta.
- Added 'Player Get Profile Image' chip in beta.
Experiments
- Experimenting with autocomplete dropdowns to the Rooms Search Input Field, finding what you want to see should be easier!
- Experimenting with a filtering feature that allows rooms on the Play Highlights page to be filtered by Room Capacity, and by current Party Size.
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 “Full Body Beta Buddies” edition[]
June 25, 2024
Rooms 2.0
- Legacy inventions will now be sorted into their own palette filters in Rooms 2.
- Fixed a bug where Rooms 2 rooms might show a notification saying that players are editing the room when they load in, even if they are not and/or are not able to use the maker pen. Sorry, you weren’t allowed to edit My Little Monsters after all. :,(
- Full Body Avatars Improvements & Bug Fixes
- Costume creators can now require players to auto-switch to the floating bean avatars when wearing their costumes. Just configure your costume and turn off the "Allow Full Body Avatar Type" setting. Previously-created costumes will have this toggled off by default.
- Melee strikes and charge attacks for full body screen players weren’t looking quite right with the Fish, Cutlass, Frying Pan, Oar, Pitchfork, Push Broom, SwingHandle, QuestSword, Whip, Stool, and Shovel. The animations, especially with how the off-hand was working, is looking much better.
General Improvements & Bug Fixes
- Beta content can now be saved into inventions! Inventions that contain chips or objects that are in beta can only be spawned in beta rooms, and will not be publishable until they are re-saved without any beta content.
- We are re-organizing your Dance moves. Some players will find them in the Gestures radial menu on a second tab while in third person. Get yo groove on
- Added 'Quick Chat Table' and 'Quick Chat Table Set Enabled' chips in beta.
- Added 'NavMesh Sample Position' chip in beta.
- Released the following from beta:
- The Grabber component and all of its chips
- Player Get Voice Rolloff Distance and Player Set Voice Rolloff Distance
- Local Player Is VR
- Rec Room Object Get Root Object
- Root Object
- Root Player
- Improved player voice quality in some rooms. Now your mic will be even crispier when you eat it! (We actually don't recommend you do that.)
- All HUD chips are now called Generic "HUD Element…”
- Additional UI optimization work
- Added a fix that prevents rare situations where player data might not load correctly.
- Fixed dark overlay on watch page section headers.
- Fixed a bug that prevented sorting options from working as expected in palette search.
- Fixed an issue where improperly configured Circuits Audio Constants would not log errors.
Experiments
- Experimenting with performance impact on a new feature that allows for customization everywhere.
- Experimenting with room carousels, tags, and display room limits in the Play menu.
- Began an experiment where some rooms will use a more optimized network bandwidth model.
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 "Full Body Beta Buddies" edition[]
June 17, 2024
Full body avatars
Your full body avatar got some updates (and if you didn't know already, everyone has access to the beta)! [More info about full body avatars in a blog posting.]
- We tweaked how it looks when you're carrying items (like guns and swords).
- Strafing was added for when crouched or prone to remove the awkward backbreaking twists.
- Some basic idle animations were put in to make you look super cool even when standing around. We look forward to your full body "I'm on screen mode!" VR dancing imitations.
Rooms 2.0
- Replicators can now update their Target Object just by changing the hierarchy! Instead of the config menu, you can also set the Target Object just by using the Connect tool to set an object as its child.
- Fixed an issue where certain inventions could cause room corruption in Rooms 2.0.
- Fixed a bug that prevented saving inventory items to rewards in Rooms 2.0.
Rec Room Studio
- Fixed an issue with creating object boards for some props (like Blunderbuss and Laser Pistol) when those objects are created in RR Studio.
- Fixed a bug with the Inspector where changes to Physics Mode and Basic Interactions properties on objects were not applied.
General Improvements & Bug Fixes
- Errors logged through variable changed events will now highlight the correct chip when selected in the circuits log.
- As part of an experiment, some players will get a reminder that they can block and mute a player before/after they report that player.
- Event Receivers for variable "Change" events now pass along the new value of the variable, so you can more easily get the new value when it has changed!
- Disabled ability to MOVE any room with LimitsV2 enabled.
- Bug fixes around room cards in Play Highlights page.
- Fixed a bug that could cause inventions to remain visible in the palette after they were deleted.
- Fixed an issue where players would see the 'clone' button on rooms that they were not able to clone.
- Added Cornelius Cryptid. He's in need of a new monster caretaker, head over to ^MyLittleMonsters if you're interested! [See dev blog for more info.]
Rec Room UPDATE - the “Fun with Functions!” edition[]
June 11, 2024
Circuits
- Circuits now support Functions, which effectively let you create your own chips! Place down a
Function Definition
chip and edit into it to define what your function will do. Then, you can put downCall [NameOfYourFunction]
chips down anywhere in your room to call that function. No more copying the same group of chips 10 different times, only to find out you have a bug and need to copy/paste all of them again! Go check out our dev blog here for more information on how to use this feature!
Rooms 2.0
- The Animation Controller is now available in Rooms 2.0. (The controls have changed a little, and may continue to evolve. Select the Animation Controller and use the Quick Action Menu to add objects to the animation. Access the keyframing controls via the Config Menu. Otherwise it works like it did before!)
- Inventory sorting tabs are capitalized on the Room Inventory page, and any underscores in the tag names here will show up as spaces.
- Fixed an issue where a few of the Pathfinder events didn’t get correctly moved into Beta.
- Fixed an issue where multiple people in a 2.0 room would cause Rooms 2.0 to lag severely.
- Fixed an issue in Rooms 2.0 where Object Boards in Inventions would break Connections between them after spawning.
General Improvements & Bug Fixes
- Added a new This Room category of room permissions to enable more detailed control of creator permissions. These permissions are all saved at the room-level as opposed to the existing permissions which all save at the subroom-level. Check out more information here!
- Edit Main Room Settings
- Edit Room Econ Settings
- Edit Room Progression
- Save Room
- Publish Room
- Clone Room
- Restore Room
- Reset Cloud Variables
- Delete Cloud Variables
- Edit Subroom Settings
- Create Subrooms
- Name Subrooms
- Clone Subrooms
- Move Subrooms
- Delete Subrooms
- Fixed an issue where the VR keyboard when using Maker Pen menus would sometimes move away from you while typing.
- Fixed a silly regression where the collider for full body fingertips were rearranged so you couldn't properly type - tjat shou;d mow be fixd!
- You can now filter by bottoms and shoes in the watch store! Check out my new shoes - they’re the brand new 1, 2, buckle my shoe!
- Addition of Room Genre cards that matchmake players into a room instance from a pool of genre rooms.
- Fixed a clipping issue in VR for full-body avatars when leaning.
- Fixed an issue where animations got reset when switching avatar types in flying mode.
Rec Room Studio
- You can now copy objects from Rooms 1 to Rooms 2 in RRStudio! Objects that are not supported in Rooms 2 either become a named Container (for objects) or a named Comment node (for circuits).
- Improved memory explorer estimates for meshes that are stored in unity .asset files rather than fbx/obj.
- You can now open a legacy room and copy content, then open a Rooms 2.0 room and paste that content inside Rec Room Studio. Some objects that aren't supported in Rooms 2.0 are replaced with empty Container objects with the name of the object that couldn't be pasted. (Ahem, CV1, I’m looking at you.)
Experiments
- We'll be testing out a new 5-point rating system for Room Feedback. Let us know how much you enjoyed your experience in a room so we can better recommend content personalized for you!
- We’ll be testing the effects of adding or removing Token Bundles from the Token Store.
- We're beginning a series of projects to make Dorm rooms much more customizable, and will be gradually rolling out functionality to test with new users. Stay tuned for more news on Custom Dorm dorms in future updates!
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 "Pathfinder" Update Coach[]
June 3, 2024
Rooms 2.0
- New Component: The Pathfinder! Put the pathfinder into your compound objects so it can path from place to place. (Requires Navmesh to work - bake it in the room settings like usual.) Also includes new chips: Pathfinder Get/Set Max Acceleration, Get/Set Angular Speed, Get/Set Max Linear Speed, Get/Set Pathing State, Get/Set Pathing Target, Get/Set Rotation State, Get/Set Rotation Target, Start Pathing to Position, Start Rotating to Direction, Stop Pathing, Stop Rotating, Get/Set Ground Clamping, Get/Set Tags To Ignore. [More info in a dev blog.]
- Interaction Filters in Rooms 2 will now behave hierarchically. In order to interact with a filtered component, the player must pass the filter on the component itself, as well as on each container it's inside of. (For most intents and purposes, you'll only need to set it at the root.)
- The Player Definition Board can now be spawned from the palette with the circuits for locomotion and footstep audio included automatically. No more being unable to move until you flip a switch!
- Replicators will now be visible in the Hierarchy View
- Replicator Spawned Copies will now properly disable their Object Board circuit graphs when Pooled
- Fixed some issues with Replicator reliability
- Fixed a bug where spheres would not roll.
- Fixed a bug where the hierarchy view would allow for invalid selections.
General Improvements & Bug Fixes
- Added "Recent Search History" feature to the Rooms Search Page. This is gated behind an experiment.
- Player Prompt Text input is now restricted to base ASCII characters (no unicode). This means it now supports only the same set of characters as the CV2 Text component.
- Watch UI placements were changed for VR players using full body.
- Circuit wiring operations are now undoable and redoable, and wired connections are restored when undoing the deletion of an object or chip.
- You're now able to trim clips when using the new CV2 Holotars.
- New App Boot timing telemetry.
- Fixed a bug preventing second edit of Animation Controller with Maker Pen.
- Fixed a bug that could cause explosive weapons to not deal any damage.
Rec Room Studio
- The Unity 'Visual Effect' components did not work correctly in Rec Room, so support for this Unity component is now blocked from being used in RR Studio rooms.
- Any null instruction entries within a Studio Function will now be identified during room validation. The validation error when these are found will help you locate the relevant prefab and studio function, and provides an automated fix option to simply remove all null instruction entries.
- Improve the speed of downloading room content when there are many files in your room.
- Fixed a bug with Rec Room Studio NavMesh Cut where sometimes rooms with it might have navmesh tiles go missing. If you saved a room while a navmesh tile was missing previously due to this bug, you may need to re-bake your navmesh.
Experiments
- We're testing out a blob shadow specifically for bean avatars in third person to help with platforming and obby rooms, since it can be hard to tell where you are standing/jumping/falling without legs!
- A/B test for PUG: After a Hot Pick Game, PUG initiators will receive a result page showing who participated in the same PUG and what answers they picked.
- Adds a memory meter to Maker Pen palette for creators to gauge and improve performance in their rooms. (note: experiment gated so this will ship to a subset of 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 UPDATE - the “It’s YOU in CV2!” edition[]
May 29, 2024
Rooms 2.0
- The CV2 Holotar is now available in Beta - show us your moves!
- Custom Locomotion: Players who jump while sliding will no longer be trapped in a sprinting state when using the default locomotion graph.
- Added a Close Watch On Use property for Room Inventory Items.
- Fixed a bug on mobile platforms where sometimes the image of a Rooms 2 Inventory Item equipped to an Equipment Slot would not display properly.
- Fixed possible crash in rooms using the new Rec Room Studio Nav Mesh Cut component.
General Improvements & Bug Fixes
- Fixed a visual bug where the default blazer had a laser tag carpet texture. Goodbye, sweet laser tag blazer :,( (Don’t worry, an actual version is on the way.)
- Added vNext room cards to Rooms Search page in the Watch - this means that the room cards on the Search page should now match the room cards on Home and Play menus of the Watch.
- Added 'Gate' and 'Flip Flop' circuit boards to the palette.
- The 'Projectile Hit Other' event will now output a damage value, equal to the weapon's configured Rec Room Object damage setting. Go ahead and make that teeny tiny pistol have a massive damage output!
- Added the Local Player Get Is Third Person Active and Local Player Request Third Person chips in beta! These chips allow you to check if a player is in third person mode, and put a player into third person mode.
- Added Local Player Third Person Active Changed circuits events in beta! These allow you to detect if a player has entered third-person mode.
- Restored anti-aliasing on streaming cam view.
- Connections should be more stable on iOS.
- Improved ShareCamera's memory usage.
- Improved Outfit Customization Menu memory usage.
- Fixed a bug where taking a photo in VR would close detached menus.
- Fixed a bug where thrown discs weren't going toward the reticle. Make disc throws look and feel much more like an actual person throwing a disc!
- Fixed some artifacts on vegetation when using high graphics settings. No more ancient photorealistic onion :,(
- Props that support object boards will not spawn with a board when created with the 'Default' object board setting.
RecRoom Studio
- Fixed a case where setting the skybox material to None can block upload. Go ahead and make your room in the void! Then nobody will be able to hear you scream >:^)
- We've standardized the names of components used in Rec Room Studio and made it easier to see the important part of the name in the Inspector window. Below are the old and new names of these components (note: no need to change or update your existing rooms that used these components):
- Rec Room Object => Studio Object.
- Rec Room Studio Animation Synchronizer => Animation Synchronizer.
- Rec Room Studio Billboard => Billboard.
- Rec Room Studio Canvas Interaction => Canvas Interaction.
- Rec Room Studio Disable Render In Share Camera Photo => Disable Render In Share Camera Photo.
- Rec Room Studio Hud Canvas => HUD Canvas.
- Rec Room Studio Rec Net Image => Rec Net Image.
- Rec Room Nav Mesh Cut => Nav Mesh Cut.
- Other players’ avatars are now hidden when anchoring with the “Frame Screens Canvas” mode.
- Omit creator-authored components from Studio Function target selection UI.
- Report validation error when Studio Function targets a creator-authored component.
- While anchored, the exit button on Mobile will now actually close the UI.
- Smoothened the camera fade for the Canvas Interaction component.
- Updates to Rec Room Studio Nav Mesh Cut component:
- Rec Room Studio Nav Mesh Cut components now disable entirely if their size is set to 0.
- Navmesh holes created by Rec Room Studio Nav Mesh Cut components will now always be at least 0.1 meters wide.
- Fixed bug where incorrect box location was shown if Ignore Rotation And Scale was checked and Center was set to a nonzero vector.
- Fixed incorrect cutting shape when scale is negative.
Experiments
- Updates to Room Search Discoverability: Players in the test group of the experiment will see their "rooms search" button more prominently on the Watch Play menu.
- Player Search: Players may see changes in the way Player accounts are ordered when searching for an account. Check it out and let us know what you think!
- Pop Up Games: A friendly suggestion toast will appear when players are in a good situation to play a Pop Up Game. Only appears to players who already are in the experiment group.
- A/B Testing making it easier for Junior accounts to play together by adding improvements to the invite flows!
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 "I'm Famous in Rooms 2" edition[]
May 13, 2024
Rooms 2.0
- 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!
Look at all this beautiful replication! https://imgur.com/a/QCIoUxE#SR4DanY
- 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.
- [More info about other Rooms 2.0 updates in a dev blog.]
General Improvements & Bug Fixes
- 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.
Rec Room Studio
- 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.
Experiments
- 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[]
May 6, 2024
Rooms 2.0
- 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
General Improvements & Bug Fixes
- 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 :,(
RecRoom Studio
- 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 C[]
April 30, 2024
Full Body Avatars
- 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).
Custom Shirts
- 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.
General Improvements & Bug Fixes
- 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 B[]
April 22, 2024
Full Body Avatars
- 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.
Rooms 2.0
- 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)
General Improvements & Bug Fixes
- 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 A[]
April 15, 2024
Full Body Avatars
- 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).
Rooms 2.0
- 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
Touchpad Component (in beta)
- 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.
General Improvements & Bug Fixes
- 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.
Rec Room Studio
- 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.
Rec Room UPDATE - the "Look, Ma! My Hands are Reoriented!" edition[]
April 1, 2024
Full Body Avatars BETA Fixes
- Fixed a bug where full body custom shirts do not appear immediately in the mirror after purchase.
- Grabbed objects while using Full Body should now have the same orientation as when using Bean Body, and we restored all original orientations so it should feel just like it did in 2023.
- Added a toggle in Miscellaneous Settings to allow players without full body access to still view and purchase full body items.
- When seeing your full body on the title screen, during the loading screen, and in the avatar customization menu, your hands will pose and animate similar to how the bean body does.
- Fixed a bunch of bad sleeves and skin gaps on the following: Pullover hoodies, Skeleton hoodies, Hoodies, Untucked tee, Tucked tee, Raincoat, Trucker Jacket, Royal Lady/Lord, Turtlenecks, Golfer shirt, Pioneer dress, Mirrored Glasses, Casual Cardigan, Bard shirt, Fortuneteller shirt, Mobster, Retro gamer, Shredder, Hiker shirt, RecFly vest, Cosmic Hero, Oversized Cardigan, Witch Hunter, Animal Sweater, Quarter Zip, Cupid, Male tee.
Dialogue UI improvements
- Dialogue options are now larger and easier to press. I guess size does matter -_(tsu)_/-
- Rich Text is now supported (e.g. italic text)
- Fixed dialogue billboarding to properly face the camera
- Reordered configure menu to be more configured
- Fixed bug where dialogue weirdly snaps when configuring X offset if billboarding is enabled
- Added default output exec port to object board: Text Finished Animating
- Added default input exec port to object board: Clear Button State
- Newly placed dialogues are now disabled by default
- Fixed bug where dialogues always get enabled when loading into a room
- Added configure option to disable dialogue options from showing up while the text is animating
- Added configure option to automatically shrink the dialogue box to fit the text inside it
- Fixed bug where dialogue never fully vanished when disabled for room owners
- The hover effect on dialogue options is now more subtle - I didn't know they were chill like that B)
- Fixed bug where Message Animation Finished event didn't fire if the user skipped the text animation
- Non-interactable state is no longer semi-transparent
- Added two new options for Speech Arrow Position: Top/Bottom Automatic. These decide if they should use left or right arrows based on the Billboard Pivot X Offset
- Added two new chips: Dialogue UI Set Billboarding Pivot Offset, Dialogue UI Get Billboarding Pivot Offset. Use these to flip which side of a character a dialogue is on! Also added a new Billboard Pivot Offset Synced option in the configure tool to go with these new chips
Player Prompt Text & Player Prompt Multiple Choice Chip Updates
- New "Player Prompt Text" chip in beta - this is an updated version of the old Prompt Local Player chip, which will be deprecated once this new version leaves beta. This version works more like the Player Prompt Multiple Choice chip, using the new UI and the same port layout. There are several more updates to Player Prompt Multiple Choice in this update which also apply to this new chip.
- Updates to Player Prompt Multiple Choice:
- Hitting "OK" now closes the watch if the watch was closed when you received the prompt
- Hitting the X button now works the same as hitting the Cancel button
- A warning now shows in the maker pen log if the chip is run while a prompt is already open
- Newly placed chips now immediately pop open the watch by default instead of sending a watch notification. You can switch back to the old behavior with the configure tool, and you can switch old chips to the new behavior there as well.
- Newly placed chips now dismiss the prompt if the player closes their watch after seeing it. You can turn this off with the configure tool, and you can turn it on for older chips there as well.
General Improvements & Bug Fixes
- Fixed an issue where the bow and crossbow could not be holstered in quest RROs
- Removed slideshow from Rec Center, we're hoping to use that space for something different
- Fixed an issue where inventory slots behaved differently in the lobby of Crescendo than they did in the game.
- Fixed an issue where the PSVR login screen would appear backward for some users.
- A new Local Player Is VR node has been added to the palette to assist creators in detecting the player's display type.
- The Code of Conduct poster has been added to the list of allowed props in Rooms 2.0
- Hid Rooms 1 specific features from Rooms 2.0 in the port picker and Rewards configuration UI.
- Currency and Consumables is now InventoryItem in the Rooms 2.0 RoomHUD.
- Active accounts created before 2024 should have received the Class of 2023 Shirt, keep an eye on your gift boxes!
Rec Room Studio
- Open your existing rooms or create new ones by clicking the "My Rooms" button on the Rec Room Studio window. You may remember this button was recently called the "Open a Room" button. Names were changed to protect the innocent.
- Circuit Editor bug fixes and improvements
- Fixed a bug where the "Keep Local" option was not honored when downloading Maker Pen Objects.
- Memory explorer now provides an estimate of the memory required for the max player count for a 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 "Reloaded" edition B[]
March 25, 2024
General Improvements & Bug Fixes
- Fixed some cursed lookin' Full Body Avatar items that did not appear as they should when toggled to the bean avatar.
- Fixed an issue preventing toggling between world and local space on the RequestSteering chip.
- Fixed an issue that prevented Data Table Reward cells from being set back to 'None'. Now you can get 'none data with left beef'! (I know I'm old, Google it)
- Search on My Events and My Clubs now works - find the perfect roleplay moment of your dreams!
- We're trying out some changes to the Picture-in-Picture (top-right corner of the UI HUD)
- Increased maximum circuit list size from 65 to 4096. (4096 number game in Rec Room when )
- Handles in Rooms 2.0 will no longer "offset" from their compound object.
- Check out these new chips now in beta: Set Position/Rotation/Transform in Reference Object Space, and Get Position/Rotation in Reference Object Space.
Rec Room Studio
- Rooms created through RRStudio should now automatically have #beta content enabled. You can enable beta content on any existing rooms by changing and saving your Room Tags settings through RRStudio.
- You can now create new custom Studio Props (RecRoomObject prefabs) simply by dragging an existing prefab or GameObject from the main Unity scene or Project window into the Maker Pen scene. You can also convert a Studio Prop instance back into a normal Unity scene object by dragging the object from the Maker Pen scene to the main Unity scene.
- Fixed a bug that would cause the sub/room settings window to throw an exception under certain conditions.
- Fixed an issue where auto-generated data could cause room validation to fail.
- Better error messaging and handling of very loooooooooooooooooong file paths.
- A couple little improvements to the circuit editor ;)
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 "Reloaded" edition A[]
March 18, 2024
Full Body Avatars Beta Fixes
- Fix for full-body avatars blinking out of existence for a few frames when you move close or far away from each other
- Fixed a lot of see-through gaps on the body when wearing shirts, gloves, and shoes
General Improvements & Bug Fixes
- Items will now be removed from your wishlist immediately after receiving the item.
- Room anchors can now be added to all inventions, not just inventions made in the dorm or rec center.
- Adding new properties to Room Inventory Items - Set Action Button Text, Enable Equip Button, Show Count in Equipment Slots.
- Fixed some instances of Out of CPU Heat errors not providing context for which chip they came from.
- The Player Prompt Multiple Choice chip is now available in Rooms 2.
Rec Room Studio
- We now indicate whether a room is a legacy or R2 room when selecting a room to open, and in the Rec Room Studio window when a room is already open.
- In R2 rooms you can now place new objects directly into containers, and you can copy, paste, and duplicate objects that are inside containers.
- Fixing some artifacts when selecting objects in RRStudio.
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 "Reloaded" edition[]
March 11, 2024
Customizable Ranged Weapon Props
Many ranged weapon props are now more customizable:
- Projectile and weapon body colors can now be set both through circuits and with the maker pen.
- Damage values for players and objects can now be set both through circuits and with the maker pen.
- Aim assist and auto-fire settings can be configured with the maker pen.
- 'Gun Fired' circuit events will run in the props' object boards when fired by a player.
- 'Reload Started', 'Reload Completed', and 'Reload Cancelled' circuit events will run on supported weapons.
- 'On Pickup' and 'On Release' circuit events will run when the weapons are grabbed or released by a player.
- The 'Projectile Hit Player' events in the Projectile Launcher and Player Definition Board have been deprecated and replaced with variants that output Collision Data.
- 'Projectile Hit Other' and 'Projectile Hit Any' events have been added to all Ranged Weapons, including the Projectile Launcher, similar to the Collision Detection Volume.
- Many ranged prop weapons are now available in Rooms 2.
Chips & Events Out of Beta
Radio, Holding Maker Pen, Data table, Rewards, XP, Levels, and Progression chips are no longer in Beta. This includes the following chips/events:
- Radio: Player Get Players In Radio Channel, Player Get Radio Channel, Remove Player From Radio Channel, Player Set Radio Channel
- MakerPen: Player Is Holding Maker Pen
- Data table: Data Table, Data Table Read Cell, Data Table Get All Rows Containing, Data Table Get Column Count, Data Table Get First Row Containing, Data Table Get Row Count
- Reward: Reward, List, Grant Reward, Show Reward Notification, Show Banner Notification
- Progression/Level/XP: Player Award XP, Player Get XP, Room Levels, Player Get Room Level, Level Reached (Event)
Bug Fixes
- Fixed scrolling jump when navigating back to the Home page.
- Fixed the VR interaction bug that was caused by the infinite bow bug fix.
- Fixed a bug where your friend would never receive your invites if you appeared offline.
- Fix to prevent one maker pen action from affecting items held by another player's maker pen.
- MakerPen Undo Stack Redo operations no longer fall into the abyss if an operation is already in progress.
- Fixed an issue where MakerPen audio looped.
- We now inform the user when they are using an invalid name when trying to create rooms or subrooms.
- Fixed an issue where "Circuits Transform Behavior" wasn't respected on containers in Rooms 2.
Rec Room Studio
- The Rec Room Studio window now opens automatically the first time you open a RRStudio project
- Fixed an issue that allowed scaling custom Studio Objects non-uniformly in Rooms 2.0 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 "Too Much to Handles" edition G[]
March 4, 2024
General Improvements and Bug Fixes
- Play Audio At Position now logs a maker pen warning when playing the maximum amount of audio clips at once instead of a CV2 error.
- Fixed a bug where the inventions spawned through the portfolio sometimes failed.
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 F[]
February 28, 2024
General Improvements and Bug Fixes
- 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.
Rec Room Studio
- 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 E[]
February 22, 2024
Third Person Mode
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!
General Improvements and Bug Fixes
- 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.
Rec Room Studio
- 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/ [more info in a dev blog]
- 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. 1 Likes
Rec Room PATCH - the "Too Much to Handles" edition D[]
February 13, 2024
General Improvements and Bug Fixes
- 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.
Rec Room Studio
- 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 C[]
February 5, 2024
General Improvements
- 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.
Bug Fixes
- 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.
Rooms 2.0
- 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.
Rec Room Studio Bug Fixes
- 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 PATCH - the "Too Much to Handles" edition B[]
January 21, 2024
General Improvements & Bug Fixes
- Added a new Moods system in Rooms 2.
- Clouds should now appear correctly in Moods V1, Moods V2, and various RRO rooms.
- Fixed a bug where the ACM shortcut for switching to the connect tool sometimes didn't work.
- Fixed a bug that sometimes caused V1 spawner components to stop working after a player left the 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 "Too Much to Handles" edition A[]
January 16, 2024
General Improvements & Bug Fixes
- Animation controls are fully functional in ACM.
- Fixed issues around undoing movements and deletes in Rooms 2 rooms.
- Fixed issue in Rooms 2 rooms where standing on a non-uniform shape could cause the player avatar to be squished.
Rec Room Studio
- Added "Test Subroom" to the top Unity toolbar for faster access to testing!
- Added RRStudio login button to the top Unity toolbar.
- When opening the RRStudio window, it will now dock with the inspector window by default.
- Hide the Unity Play/Pause buttons on the top toolbar by default. You can bring them back by to "Edit -> Preferences -> Rec Room Studio" and unchecking "Hide Unity Play Buttons"
- Improved error messaging when moderation for Room Image upload times out.
- 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.
Rec Room UPDATE - the "Too Much to Handles" edition[]
January 10, 2024
Improvements for Advanced Creation Mode
- 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.
All About Handles!
- 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.
- [More info in a dev blog.]
VR Experience Updates
- 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.
UGC Released from beta
- 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
UGC Beta
- 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.
Rooms 2.0
- 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. AddedPlayer Override Voice Rolloff Distance
andPlayer 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.
General Improvements
- 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.
Bug Fixes
- 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.
Rec Room Studio Tools
- 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! [More info in a dev blog.]
- 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.
Rec Room Studio Bug Fixes
- 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.
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