This one's been a long time coming! We've seen so much enthusiasm and positivity around the Quests we've built over the years, and as long as community rooms have existed, the ability to build experiences with AI has consistently been one of our most requested features. Today we're excited to announce our first step in an ongoing journey to bring delightful, expressive, and robust AI tools into Rec Room for everyone to use! It all starts with Golden Trophy Goblins and JumboTron bots, but this is just the beginning, and you can look forward to many more AI features in the coming months!
- The Spawner Gadget https://imgur.com/a/uKbLcCJ This unassuming-yet-powerful little Gadget is now available in the Maker Pen Palette under Gadgets -> Other Gadgets. The purple base and beacon indicate the location for its spawned object, and the chip provides its circuit interface. This Gadget will ultimately be able to spawn just about anything in Rec Room, but today you can use it to spawn AI and some destructible props. To spawn an AI, place one of these in your room, and then select it with the Configure Tool to select whatever you'd like to spawn: https://imgur.com/a/qsxMXoU Once you've selected something to spawn, you'll see a purple-tinted preview of the AI in the location where it will show up. To spawn an AI, send a circuit signal to the Red input pin! https://imgur.com/a/Gj7woL2
- Navigation Data We've built a lot of gameplay scenarios in our Quests and Laser Tag maps, but we've barely scratched the surface on the variety of environments these bots can play in. We're excited to see you push these limits, and because everyone builds environments differently, we've provided a visual indicator to help illustrate how these AI see the world and navigate through it. If a hallway is too narrow for a bot to fit through, you'll see that reflected in the navigation data. If a hill is too steep for AI to climb, you'll see that too, all without having to test all these scenarios manually. https://imgur.com/a/gbGFL1D https://imgur.com/a/Lwdl0XP For creators, this visualization is a powerful design aid and time saver to help make sure your environments support the gameplay you want for your players. This information will then be saved into the room, and you’ll only need to redo the bake step when something changes where AI can move in the room, like moving walls or furniture. Before you can have AI running around your room, open your Watch Menu, and go to This Room -> Settings -> AI -> Navigation and hit the button to bake NavMesh. https://imgur.com/a/ZOQ0oIv If you forget where to find this, you can follow the in-game prompt that displays if you attempt to spawn AI in a room that doesn't have navigation data yet. **A couple quick tips for working with AI** We’ve added a couple features to make it easier to iterate on your gameplay setups. First, we’ve added a Destroy All AI button to the AI Settings tab in room settings. This will clear out any AIs currently running around in your room. It’s easy to lose track of them as you’re testing a bunch. Second, we’ve added the ability to specify whether a trigger volume should only trigger once. https://imgur.com/a/BYisIZR With this set to true, if you just want one wave of spawns, your players will really only get one wave of spawns, rather than triggering spawns every time they touch a trigger volume. We’ve also added a new Reset Gadgets button to the Maker Pen settings menu. https://imgur.com/tQGFhPT In Rec Room we have a very fluid line between creation and play. That said, as we add more complex features like AI, it’s helpful to be able to quickly try your experiences over and over, and see them the way your users would see them. This button provides a way to clear out non-permanent changes to the room, and reset the room back to the state it was in before circuits started running logic. This button currently only applies to the trigger count for Trigger Volumes, and the state of your Spawner Gadgets, but it’s likely we’ll expand this to reset other gadgets where it helps. If you work anything like we do, this one will make iteration on gameplay setups much smoother. Lastly, we’ve added a configuration shortcut to our Game Rules chip in order to help Creators quickly configure their own games to run similar to our Quests. https://imgur.com/a/jnP8jys If you're using a Game Rules chip for game states, Reset Gadgets also gets called automatically on game start and game end. So if you have AI running around during pre-game, they'll get cleaned up before the game starts. And if AI are still alive when the game ends, they'll get cleaned up when you transition to post-game. The Reset Gadgets button is currently the only way you can manually trigger it. All right, that should be enough to get you started creating with AI in Rec Room! As we mentioned at the beginning, this is just the first step in our journey to bring the delight and expressiveness of AI to everyone in Rec Room. As always, give us your feedback, both good and bad, hit us with all your feature requests, and stay tuned for more exciting AI features to come!
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While we were building our new AI systems, we also took this time as an opportunity to run a comb through our existing Quests to tune interactions and squash a whole bunch of bugs! General Quest bug fixes: - Fixed spawn points being above the ground in some spots - Fixed lock icons not going away when you unlock mid level gates and end doors Curse of the Crimson Cauldron: - Improved visibility and flow in the ladder section of the bell-tower - Pike Goblins' shields now react more physically to being hit by projectiles - Fixed a spot where you could get stuck on a ladder in the first level - Added some ramps to clean up areas where players were getting stuck - Fixed some black textures Crescendo of the Blood Moon: - Fixed various props clipping into geometry - Sound effects that previous had no mixer assigned are now in SFX or Ambience - Fixed a visual on a skeleton hand that showed a book - Fixed a sprinkler effect that wasn't visible in the first level - Lowered miniboss' hit audio volume - Fixed enemy pathing issues in the Lower Sanctum level - Lowered Musket Enemy health from 100->75. This makes it a little more feasible to flank a squad of enemies - Made some navigation improvements to the ballroom level, specifically reaching the door at the end of the room - Fixed some mini-bosses not spawning silver - Minor performance improvements in some scenes - Adjusted volume of the fire traps to be more audible - Fixed a spot in the boss room that you could get stuck behind props - Fixed getting out of the map in the Grand Hall The Rise of JumboTron: - Fixed a wall that had no collision in the first level - Fixed meshes being unable to utilize LODs - Fixed JT grenade damage radius visual - Fixed props clipping inside of each other - Fixed some collision clipping to allow smoother movement on some staircases Isle of Lost Skulls: - Fixed a name not showing up on one of the loot chest pedestals - Fixed a bunch of audio sources that had no sound channel assigned - Fixed the hat being the wrong color for the third slot outfit in the ILS storefront. - Fixed an enemy killzone not working in the boss room
We also made some fixes to Laser Tag maps: Hangar - Fixed Laser Launcher power weapon damage radius visual - Fixed bleachers collision to be more accurate - Fixed a hole in the map that let you leave the arena CyberJunk City - Fixed some UVs on the orange side tower - Made the orange side tower's windows slightly taller so you can enter and exit from the windows easier - Re-tuned occlusion bake values to reduce areas where parts of the map disappear - Adjusted collision on the overpass so its more accurate - Fixed a window collision that allowed teleporters to get on top of a building in the map that was unintended
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Unrelated we also added notification filtering settings to experience settings to help keep notification clutter down.
We also already have some updates to Clubs: - Inviting all friends or nearby players to a club now prompts you with a confirmation screen.- “Sort By” options for club join requests work correctly now - Club searches can now be run by hitting enter or submit, and provide more details about the search when no results are found - Searching for players on club invite and ban pages should be faster and more responsive - Club settings screen does not re-show Code of Conduct warning if the club is already public - Club and member search text doesn’t get cleared when navigating - Fixed a few typos in clubs pages, including the typography crime that was the word “CoOwner” :) - Added join date to club member details page - Updated validation and feedback messages for various club actions to be smaller and more concise - Hitting the back button after removing a member or deleting a club no longer results in a 404 - Setting club photos now give better details about whether it is adding or replacing an existing photo
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Also some general bug fixes: - Unfavorite button in player details page was truncated - Tooltips on room report categories were incorrect - Friends list was updating too often and making it unusable for people with many active friends - Chat message behavior improved for unread messages - Vote to Kick button behavior improved when initiating a vote to kick - Fix that prevents WalkVR players being able to teleport off of Royale gliders - Fix for getting stuck in strange animation states when player releases 2-handed tools (ex: Cannon) - Fix for animation tool desyncs when player joins room after it has been saved - Fix for not being able to set shape equip slots on costume dummy in screens - Fix for screens players not being able to fly when falling - Fix that makes 3D text display reflections and fog properly - Fixes crashing and stalling when using the clear all notifications button - Fixes comment UI paged grid from resetting to first page when cheering or reporting comment - Reduces max number of comments user can leave per minute from 4 to 2 - Adjusted AFK detection on Steam VR to address issues with certain headsets - Improved audio prioritization in rooms with lots of players
As always, thanks for playing Rec Room! Please see here for convenient links to controls, tutorials, comfort options, etc.: https://recroom.com/community We love to hear your feedback, so please don't hesitate to let us know what you think...
We've added a new way for players to leave feedback in rooms they like in Rec Room -- the feedback tool! You can find the feedback tool in your backpack and use it to leave feedback, ideas, or bug reports in any user-created room. When holding the feedback tool, you'll see where other players left feedback in a room and, if you're a room creator, co-owner, or moderator, you'll be able to read the feedback by tapping the floating icons. To quickly manage feedback in a room you own, you can view recent comments in the new "Room Comments" tab under the room details UI. Creators can cheer commenters from comment bubbles to show their appreciation for their thoughtful feedback.
Creators will also receive watch notifications when their rooms have new comments. You can jump to these rooms right from the notification. Also, if your notifications list is getting a little too full, we've added a "Clear All Notifications" button to quickly clean up your inbox. Enjoy!
We also built out subroom welcome mats: you can now configure the welcome mat to support sub rooms and set the spawn point based on what room the player is coming from.
Also some bug fixes: * Fixed bug where you couldn’t scroll past 10 clubs * Fixed missing level up rewards * Fixed infinite consumable bug * Fixed bug that meant leaderboard stat values were truncated * Fixed an issue where costumes didn’t respects world fade settings * Fixed bug where arrows hung in the air when dropping the bow
As always, thanks for playing Rec Room! Please see here for convenient links to controls, tutorials, comfort options, etc.: https://recroom.com/community We love to hear your feedback, so please don't hesitate to let us know what you think...
We promised it was coming Soon(tm). You waited. You asked on the Discord, you asked on the Reddit, you asked in AMAs. Well, the wait is over because this update brings: * New **Clubs** feature! Rec Room Clubs allow you to create and manage communities of like-minded players! * You can create a club for any topic/interest/reason you like (Code of Conduct permitting). Want to create a club for fans of scary horror rooms? You can do that! Want to create a club to discuss your favorite books, movies, games, etc.? You can do that too! We hope to see clubs large and small, public and private, open and invite-only, covering a wide array of topics and interests! * You can use any room you created as a clubhouse for your club, and club members can choose to spawn in the clubhouse by default (bypassing the Dorm Room). For a quick overview of how Clubs work, check out this video: https://youtu.be/Xf6CcPpnM00 * Clubs is a new top-level button in the watch! https://i.imgur.com/6wEbnBC.png * NOTE: Clubs is built with a preview of a new UI system we're working on. So when you press the Clubs button you'll be transported to a _strange new world_ where the UI looks different. Lots of work remains to make it polished, so please give us feedback on what you like/don't like about it! https://i.imgur.com/zUqozy1.png * Once you're in the Clubs UI, you can browse existing Clubs, or tap "CREATE CLUB" to create your own. * You can be a member of as many clubs as you want, but you can only create five clubs at any one time. We have limited it because we expect you to actively manage and moderate your club in accordance with the Code of Conduct. If it attracts too many reports you may receive moderation penalties including removal of your club. * Please note that the new clubs feature replaces the old clubs we experimented with a loooong time ago on rec.net. Old club creators will be notified of the new system and the old clubs will be deprecated in 30 days after this update. Old clubs are not compatible with the new clubs system so creators will need to create them again in the new system. This means the old club name in your bio will disappear. But we are looking to bring that same functionality back soon to show and link to all of the new clubs you create or join! The good news is you can now be in as many clubs as you like and there is no limit on the number of players that can be in a club. * New clubs don't have rec.net pages yet but we want to get to that work soon! We can't wait to see the clubs you create, and we hope you find them useful and inspiring. This is a brand new feature, and we have plenty of improvements planned. So please let us know what you like/don't like about clubs and help us make them better!
We've also added another highly experimental new feature: The ^ARRoom! This "room" works using the AR (augmented reality) capabilities of the latest iOS devices to bring the full Rec Room experience into the real world! Check it out: https://twitter.com/recroom/status/1238896912465448961 * iOS Users can go to Watch > Create > My Rooms > AR Room to enter AR mode. From there you can use the Maker Pen as normal to add props/shapes/etc. Rec Room will scan your room so it knows where the various surfaces are (walls, floor, tables, etc.) and things will bounce off them, etc. * Players on other platforms can be invited to the "AR Room" by the iOS player. Rec Room will represent the scanned surfaces as colored shapes, so you'll be able to have some idea of what the remote room looks like! It's pretty weird, to be honest, but it's a science experiment and fun to play with =] * Please note that the "AR Room" cannot be saved. * iOS players can also play in any room using experimental AR Locomotion. In addition to the on-screen buttons, you can walk around your real-world space to move and aim your device to look. Please let us know what you think of AR mode!
As always, thanks for playing Rec Room! Please see here for convenient links to controls, tutorials, comfort options, etc.: https://recroom.com/community We love to hear your feedback, so please don't hesitate to let us know what you think...
Meetups have been polished up for your convenience! * There is now an extra dialog when creating a meetup to prevent accidents. Remember that when you're in a meetup, your friends can only get to you by invite or with the meetup code/link! * Your last successful meetup code is remembered for you. * You are now notified when you enter a meetup, either when joining or when the private room instance you're in is converted to a meetup.
Additionally: This update is a _minor_ engine upgrade that should get rid of the "Rec Room Requires Focus" warning on PC. We also hope it will allow us to get rid of the annoying "crash on exit" on PC which has been happening forever, but we haven't quite landed that change yet.
Please note that we still have a _major_ engine upgrade in the works!
OK, also some bug fixes: * Fixed bug that broke edit mode when creating on screens. Sorry about that :-/ * Fixed an issue that could cause bad performance on some iOS devices * Fixed an issue where you couldn't connect chips spawned from inventions * Fixed LookAt gizmo losing its assigned roles after a room save * Fixed issue where "View All Creators" button wouldn't always repond * Animation gizmo - fixed a few issues where it could pop or desynchronize, and one where it didn't undo moving connected objects * Clamp gizmo - fixed issue where it would jump to random positions (sorry) * Circuits - fixed an issue where floating point values didn't work with non-US locales * Lost Skulls - Fixed some visual/lighting issues in Boat and Town levels * Fix gadget visibility being tied to holding the maker pen * Fix maker pen laser appearing to "stick" to objects during some operations * Fix for checkpoint volumes not loading properly
This update includes two experimental features (currently available only to PC players) - you can now share your Windows desktop in a private room, and you can now share your Windows audio in a private room. We've been using these features for team meetings, etc. during this time of remote work. They are perfect for meetups like presentations (use your desktop PC to share your slides!) or parties (someone can DJ the party). These features are highly experimental, and are only available to players who've contacted us directly. If you'd like to try them, please email sciencedept@recroom.com.
This updates also makes it much easier to get together with friends and colleagues in Rec Room! Now they can easily join you in any private instance of a room via Meetups.
* To create a Meetup, visit the This Room page in your watch and press the Meetup button. From there, just share the Meetup Code or Link with your friends.
* Meetup Codes work on ALL platforms! If you're on iOS you have the added option of using a Meetup Link. Friends on iOS with Rec Room already installed can just click the link to go straight to your private instance. For all platforms, the Meetup Code can be entered from the Play menu in your watch. On iOS you can also enter the Meetup Code during login.
* We've tried hard to make the feature easy to use for both experienced Rec Room players, and people that are totally new. Meetups work great for office meetings, presentations, happy hours, virtual dance parties...you get the idea =]
As part of our ongoing efforts to make sure everyone in Rec Room is a delightful social playmate, we've brought Dancin' and Wavin' to screen platforms (PlayStation or PC with controller, or PC with mouse and keyboard).
Be sure to checkout the latest controls help via the Shortcut Menu if you're playing with a controller or mouse and keyboard, because there's a lot of cool new stuff to play with:
* Note that the Shortcut Menu is now accessed by pressing and holding the Tab key
Speaking of shortcuts:
* The 'neutral' emote (aka "straight face") is back for all players! There are now _two_ pages of emotes in the shortcut menu, so we can fit more dumb faces =]
* Screen players have a new Cheers gesture. It lets you do a thumbs up animation (thumbs down if you wave down) and send cheers by targeting players. Find it in the shortcut menu on the gestures page.
* We've refined dance moves for all screen players including new pointing and conversational sets so you can really talk with your hands. On controller, tap down on the d-pad to access dances and poses. Or use the shortcut menu.
Some tweaks, bug fixes, and quality of life improvements for Creators:
* Maker Pen functionality should now be the same across controller, VR, and touch inputs. This includes giving screen players the ability to connect tubes on subsequent draws, and sets us up for more efficient development of new Maker Pen features! * We've improved the "Make Invention" workflow on screens - after selecting pieces for your invention, you'll get a '…' menu option to "Make Invention" * Maker Pen - Pivot point now stays when performing split on shapes * Maker Pen - Pivot point can be recentered on the selected shape(s) via the ... menu * Maker Pen - All shapes can quickly be selected via the ... menu * Maker Pen - Pivot point visuals are now correctly rotated with the object * Animations - New option added to rotate around pivot point to make animation editing easier. * Animations - Fixed issue where animations would not stop when sending signals. * Animations - Animation slider now works properly for keyframes with times less than 1 second * Animations - Undo can be performed on both add and remove of animation keyframes * Animations - Odd behaviors when editing an animation while sending it 1 in reset solved. * Animations - Fixed an issue where users couldnt join because of empty animation gizmos (can no longer delete last frame) * Animations - Start/stop and reset signals that are negative numbers now counts as true. * Maker Pen - Fix center scaling. It now scales properly from the center without moving the object. * Maker Pen - Prop menu focuses on last selected props when returning to menu
This update introduces *Rec Room Plus*, an optional paid membership program for Rec Room players. Rec Room Plus Membership costs $7.99/month, and includes:
* You get 6000 tokens (r6000) monthly - a $10 USD value, delivered in installments of r1500 per week * One four-star box per week * 10% discount in Rec Room stores that accept tokens * Exclusive access to the RR+ section of the item store
To become a member: * Click the Rec Room Plus button from any token store. * Click the Info button if you want to read more about how it works. For example, due to platform restrictions, you'll need to log in each week to claim your tokens and boxes. * Click the buy button and confirm, and you're a Rec Room Plus member!
Please note: Rec Room Plus members must log in each week to claim your token and box rewards (due to platform restrictions, we can only check your membership status when you are logged in). Rec Room Plus membership and benefits are cross-platform except: * Oculus platforms do not yet support memberships (but you can sign up on another platform, then keep playing on Oculus) * If you sign up for RR+ on PlayStation®, you must claim your tokens on PlayStation®. * If you sign up for RR+ on any other platform, you can't claim your tokens on PlayStation®.
We hope you'll check it out and decide to join the plus club!
This update also introduces *cross-platform inventories*! Items are no longer locked to specific platforms. Many thanks to our platform partners for working with us to make this possible!
This update also includes lots of new emotes in the shortcut menu (and Expresso menu in VR) 😉😬😳😅🤢 and matching emojis in Room Chat.... these are allowing us to express our feelings about the headlines:
BTW, we in no way mean to make light of the coronavirus situation. We're feeling it here in Seattle, and our hearts are with everyone who is sacrificing to mitigate and minimize the impact of this disease. We want to give a special shout out to nurses, the best people. Stay safe out there, everyone, and WASH YOUR HANDS WITH SOAP!
OK... awkward segue back to ship notes:
* There is also a new AFK animation 😴 * iOS now supports AR facial expressions! When taking a selfie or dancing, use the TrueDepth camera (on the iPhone X and newer) to control your character's face. Improved AR tracking in both contexts. Access the facial expressions via Expresso (VR), the Shortcut Menu (iOS and now...)
We've added/updated the *Shortcut Menu* for Screens and iOS players!
Shortcut menu features include: * Swift access to room chat, tool menus, your camera, the maker pen, and more * Quickly toggle your Mic Mute setting at any time, or use the shortcut menu for Push To Talk * Maker Pen: Common Maker Pen actions like Move, Rotate, Scale, Clone, Undo, and more are readily available at your fingertips. And for iOS players, you now have even more Maker Pen shortcuts than before! We hope this makes creating awesome content even easier. * Emotes: Whether you want to laugh at a funny joke, or shed a tear over a sad story, we've got a variety of facial expressions available. * Gestures: Need to point at something? Want to quickly high five your teammates after a close victory? It's all here. * Inventory: Much like the old inventory menu, screens players can access their holstered items on this page.
Accessing the Shortcut Menu replaces the old inventory radial menu on screens: * Controller: Press and hold Triangle (PS4) or Y (Xbox controller) * Keyboard: Press and hold the Tilde key
On iOS, the shortcut menu is always available along the top of the screen. The shortcut menu bar at the top has gotten a fresh coat of paint, and now supports paging to different sets of shortcuts! Screens players will notice that we've removed the "quick comms" shortcuts (d-pad on controller, 1-4 on keyboard). We hope the Shortcut Menu is an even easier way to access those actions. And we've got plans coming for those buttons we've freed up!
Are there any other actions you wish you had shortcuts for? Let us know!
But wait... there's more...
For creators:
* We added 40 new props and 3 new materials to the palette for you to use in your rooms, *including the Whip from CBM!* Yes you can finally stop asking @gribbly about it! * There are new *Creator Feedback Buttons* in the Maker Pen Palette * The buttons are equivalent to tapping "Subscribe" or "Cheer" in the watch, but they are physical buttons you can integrate into your room design. Note that the first placement of the buttons doesn't cost ink (subsequent placements do) * Find them in Maker Pen Palette > Props > Dynamic * Buttons are now set to "Environment" by default (so they won't drop to the ground when you spawn them) * Doors and holotar are also "Environment" by default now.
Players can now send each other *friend links in iOS*. Clicking one of these links on iOS will automatically launch Rec Room, add each other as friends, and bring you to the same room so you can start playing together right away.
There's a new *Referral* tab in the Profile page of the watch. You should *only use this page when we announce a referral event is going on!* Then you can refer players to Rec Room using your @username and earn rewards. Look out for the first event in the in game announcements or on our social channels: recroom.com/community
Plus bug fixes/tweaks:
* Players on Oculus platforms can use their grip trigger to grab bowstrings again * Fixed a bunch of objects that didn't have proper hover highlight feedback. * Tweaked object previews in the Maker Pen Palette to give a better view of the object. * Fixed a bug causing the Sun Light to cost less ink than it is supposed to. It will cost slightly more now. * Fixed some visual bugs in the Sunset Cinema map. * Opened a path on the Red side of the Sunset Cinema map from the Cinema area to behind the screen (matches the blue side now). * Made it easier to get into the diner through the windows in the Sunset Cinema map. * Fixed the grenade visual not matching the damage radius. Changes should reflect the proper damage radius game-wide. * Fixed bug where one hand would twitch when you closed the other hand
Hotfixes for a few issues: * Fix for issue where moving objects (including other players, Laser Tag bots, etc.) could drift and otherwise move in weird ways. * Fix for issue where being near an "out" player could prevent you from using held objects. * Fixed the "Trucker Jacket" avatar item * Paintball - fixed issue where flag could fail to respawn * Paintball - tweaked spawn behavior
We're back with an update! Super excited to share a bunch of stuff we've been hard at work on recently. This is a big one, so strap in!
Introducing a brand new paintball map: "Sunset Cinema" - the sun sets over this classic roadside destination, where the locals enjoy one last round of paintball before settling in for a night of silver screen entertainment! Emotions fly high, and the paint flies higher in this highly varied collection of mid and long-ranged splatting environments.
The new map features a brand new paintball gun: The Paint Thrower - Hold your ground with this awesome new splat-tastic area-denial powerhouse!
For the more strategic players out there, the new map also introduces Paint Mines - earn your keep with discerning placement and relish the payoff of a distant splat long after the fact!
We're taking the release of the new map as an opportunity to roll out some bug fixes, fresh tunings, and mechanical tweaks we've been working on:
Spawn invincibility time increased from 3s to 5s
Respawn delay increased from 3s to 5s
Removed the speed penalty for flag carriers (applies to all locomotion styles)
Tuned Sniper Scope to provide a more zoomed-in view
Spawning changes: we noticed that on every paintball map there was potential to spawn in-view of an opponent. We have updated our Paintball respawn logic to factor in opponent visibility, so this should be much improved going forward.
Spawning changes (Quarry): There is now a sniper and spawn point on the top level of each base in Quarry.
For non-VR players, we went through the various weapon poses and tuned them to be better aligned with the reticle
Sprint cooldown - Sprint now incurs a cooldown after shooting, and before auto-sprint engages again.
We've retuned the Paint Shotgun:
Total range reduced from 18m to 15m
Reduced projectile velocity
Updated audio to be less fatiguing on the ears
We think this new Paintball stuff is seriously awesome! We're having a blast playing it at the office, and we're excited to share it with all of you =]
We're also introducing some awesome new creator tools!
We've made a dramatic upgrade to the Room Mood system - this is a huge increase to the fidelity, flexibility and expressiveness of the Room Moods system. You can still choose from our collection of pre-configured moods for your room, but if you want to dial in your own signature look and feel, you now have four new tools to work with...
New Sun Light Gadget – use this gadget to change the position, size, color, and intensity of the sun in your room.
New Skybox Chip – Use this chip to select the different colors used to compose the skybox in your room.
New Background Objects Chip – Use this chip to show background elements like mountains, various types of clouds, moon, and stars.
Last but definitely not least, the new Fog Chip – Use this chip to change the color, distance, and thickness of fog in your room!
All these new Moods features are powered by Circuits, so you can script them to create all kinds of cool effects like dynamic day-to-night cycles and role-bound mood effects. These are just the first four chips to go out with our improved Moods system, and you can expect this to evolve and become more flexible over time. Please note that the new Moods features are still Maker Room only, but expect more rooms to support them over time.
We can't wait to see what you do with the updated Room Moods system!
But wait there's more!
New Maker Pen Palette Search function - We've added the ability to search through everything you have in your palette. This search is fuzzy and it happens as you type, so you don't have to worry about spelling things correctly, or even typing entire words to find what you're looking for. For example, simply typing "tv" pulls Trigger Volume straight to the top of results. The search panel also remembers your recently used search items, so you'll rarely need to search for the same thing twice in the same session.
Now that it's easier to search for content in the palette, we've added a bunch of new props - You can now find all of the new assets from Sunset Cinema in the Maker Pen Palette! We also went back through a ton of other props we have in the game and cleaned up a bunch of them and added them to the palette as well. In total, you can find 34 new props in the palette, and the new materials from the map will be coming soon!
There are new Paintball Rules circuit boards in the Palette - you can use these chips to create your own maps that run the full Capture The Flag and Team Battle rules on your own maps!
But wait there's more!
Introducing Invisible Collision - This long-requested feature enables creators to save ink by replacing tons of complex individual colliders with a single, simple volume. These volumes are also great for enclosing maps, or preventing players from getting into areas you'd prefer they stay out of!
The new invisible collision gadget allows you to place configurable collision boxes that are not visible when gadgets are hidden. These gadgets are located under the "Other Gadgets" Maker Pen category and are placed similar to Trigger Volumes.
You can configure whether invisible collision applies to players and objects / projectiles or only to players
You can configure whether your invisible collision supports clamber (clambering is supported by default)
Invisible collision supports filtering for players by role (both "enabled for..." and "disabled for..." modes)
And more...
As part of our goal to further reduce ink costs for gadgets, we are making some changes to who can see gadgets and when they can see them. Gadget rendering is a big part of why they cost so much ink, so restricting gadget visibility to creators allows us to lower ink costs for all gadgets and pass those ink savings back to creators.
As a default, when you're not holding the Maker Pen we automatically hide gadgets for you. However, there is an additional setting that has been added to the Palette Settings menu that allows you to see Gadgets/Circuits while not holding the Maker Pen. If you leave that checked, Gadget Visibility works like it did before this update.
Collision and Trigger Volumes now fade out depending on how far you are away from them in an effort to optimize Rec Room performance and keep levels looking clean while you're building them.
Gadget Visibility is no longer a configurable permission. Instead, gadget visibility is simply part of using the maker pen.
If you can use the Maker Pen, you can enable/disable gadget visibility at will through a new toggle at the top of the Maker Pen menu, next to the World Space toggle (now removed from the palette settings menu).
We've done a bit of work under the hood to make circuits run a bit faster so you may notice a slight performance increase in rooms with lots of visible circuits.
We know that some creators rely on gadget visibility being enabled for all players (light shows, tutorial rooms, etc), so we've provided creators with a new subroom setting to display gadgets for all players at at their existing ink costs.
And some general improvements for working with Gadget and Chips:
Certain objects (e.g., Trigger Volumes) now scale up their input arrows as you scale them up.
We have done a cleanup on gadgets/chips to exclude configurable settings such as wallrun/climbable where they didn't sense.
We've improved hand stability in VR while making subtle movements. This should help with more delicate creation tasks. Can be disabled if you prefer in Watch > Settings > Gameplay.
Aaaand some bug fixes:
Fixed an issue where screens players could not select Maker Pen UI when looking too far above the horizon
Fixed an issue where leaving a config menu then going back to the palette would continuously bring you back to the config menu.
Respawn Point is now kinematic (non-Physical), and costs less ink.
We made a fix in this release for syncing text when circuit inputs change – previously it could get permanently out of sync
Fixed an issue where HoloHelpers (the little people who give you hints in the Dorm) wouldn't stay closed in some cases.
And some more general improvements:
New "Announcements" tab in Watch > Messages - look for the "bell" icon! We'll post important announcements here so that more players see them (not everyone reads Reddit/Discord/etc.)!
Made some improvements when searching for friends (e.g., searching for friend, clicking profile, then backing out no longer clears the search)
We did some work to make our network code more robust - you should now be considerably less likely to disconnect (i.e., get dumped back to the Dorm Room) under poor network conditions.
We now show helpful Code of Conduct reminders when publishing a new Room or Invention. Please remember that the Code of Conduct applies to the things you publish, as well as the things you do!
You can now view and change your account's email from rec.net! In addition, you can change your account's username. (Please note that you can only change your username once after setting it.)
You can now dismiss the "Suggested Friends" dialog and have it not show again. We also made it so the prompt only happens once a week.
iOS - you can now choose to sync your Contacts and connect with real world friends who already play Rec Room. Find this in Watch > People > Import Friends > Allow Rec Room to Access your Contacts. Please note that synced contacts are never stored and you can remove access at any time via your iOS device settings.
iOS - improved appearance of notifications in the Watch. They now include some context on what the notification is about.
iOS - the Home Menu got a fresh coat of paint, and should now be more usable and responsive. And prettier too!