Creators can now set up a custom loading screen for their rooms! This will appear to all players on non-VR platforms.
To set it up, go to your room's page on rec.net, and click the settings button (gear icon) under the room's description. Choose from an existing image in your room, and add a title and subtitle.
If a room doesn't have a loading screen, its room image, name and description will be shown instead.
Screens Quality of Life Improvements
Disabled camera bob/sway when using the Maker Pen on Screens. This makes creating small details easier.
Using the Maker Pen to Move/Configure a door/button will no longer unintentionally use the door/button.
Fixed drawing surfaces putting a dot in the middle of the canvas when you start using them.
Improved player animation when drawing
The Screens setting "Hide Control Hints" also hides the reticle/crosshair. This makes it easier to get clean screen recordings.
Rec Royale Improvements
Chests are now more concentrated in and around Locales rather than randomly off the beaten path. We hope this encourages more combat encounters in places where they were designed to take place.
Lowered the gondola starting height to make the decision of when to drop more impactful.
Performance improvements & sound adjustments (new footstep sounds, downing an opponent sound, win sound, and more local ambience to areas around the map
Fixed some cases where VR players could fall through the ground when exiting the glider.
General Improvements
Flying AIs no longer slow down to a crawl when trying to go up or down slopes.
AIs now always display the exclamation point over their heads when starting Combat Behavior. Not just the first time.
VR Teleport players no longer get shoved outside Invisible Collision volumes that don't stop Players.
Fixed Gizmos not starting automatically when saving or loading a Room.
Fixed Rec Royale menu not popping up automatically after matches.
The clone tool now has a center handle to clone in place.
The Invention creation and publishing flows have been cleaned up and simplified
You can create an invention directly from the context menu (...) when using the Select Tool
Fixed various instances where custom loading screens were not being shown for upcoming rooms (community boards, playlists, etc)
Team color will now be applied to goblins, pirates and skeletons in spawner gadget
Fixed bug with the free gift button where it would always show the disabled error message even when it wasn't disabled.
Changes to other room settings are now not ignored and reverted when enabling "Allow Creative Tools Beta Content"
AI enemies spawned hold the recolor assigned by the maker pen
The AI Stop Combat chip works. AI enemies will not engage in combat if wired to this chip
Snap to center only snaps the center of the object, not the bounds
Reworked how voice chat adjusts the volume and fades the voices of Players based on their distance from you and the direction Players are facing. You can turn this on/off in your rooms through the Subroom configuration screen (Use Directional Voice Chat).
When setting Team Spawn Point Selection Mode to "Team" in the Game Rules Chip, it now correctly chooses Spawn Points away from opponents and near teammates instead of randomly. Fixes but where respawn locations would "become random" when saving rooms copied from ^Paintball.
Snap Settings can now be adjusted even when Snapping is currently turned off
When moving an object via Undo, its Cleanup position will also move appropriately instead of remaining in the previous position.
When rotating objects with the axis handles, other axes will no longer snap if snap settings are on.
When players Restore a room, they will now be respawned in-place rather than returned to the Welcome Mat
The Player Joined event should now fire properly for connecting players
Corrected the strange colors in Share Camera film effects
Beta Content Changes
Implement Roles in CV2: PlayerHasRole, PlayerAddRole, PlayerRemoveRole
Allow Circuit Boards to be deleted
Allow rooms with Circuit Boards to save
Prevent Control Panels from disappearing for other 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...
[Oculus] Rich Presence should now be reported for certain Rec Room Original rooms. This means you may start seeing these rooms show up as trending Destinations in the Oculus app.
Fixed several spots in the terrain in Rec Royale where you could fall through the map
Selection highlighting has been fixed for many gadgets and props, such as the Trigger Volume and Disc Golf Goal
You can teleport into or under an impulse volume. Clambering/teleporting onto, climbing and wall run options have been disabled.
Fixed an input lag issue on drag handles for the Move and Clone tools Removed camera drift on Screens while flying Editing a number dialogue on Screens will now return you to the prior Maker Pen screen that you were on Fixed issues with object and shape outlines while using the Delete tool Animation Gizmos are no longer able to be placed in Circuit Boards
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...
This update brings some performance improvements, new shapes and colors, and a surprise for our new Rec Roomies on Quest 2!
Here at Rec Room, we're all very excited to be a Day 1 launch title on the new Oculus Quest 2! To celebrate, we're happy to announce that our co-operative "quest" game Isle of Lost Skulls is available for Quest 2 players!
Everyone else will see general performance improvements in Isle of Lost Skulls, Rec Royale, and UGC rooms.
We've updated the Maker Pen color palette with 27 new colors for you to create with!
We're also adding five new shapes to the Maker Pen! They are a Cone, Hemisphere, Donut, Pipe and a Half Pipe. Please note that these shapes do not yet have accurate collision, and will often be most useful in decoration mode. We plan to add correct collisions for these in the future.
We've also added Isle of Lost Skulls and Crescendo of the Blood Moon enemies to the spawner gadget for everyone!
Circuits V2 (currently in Beta) now includes some new and exciting gizmos! Be on the lookout for: Piston V2 Rotator V2 SFX V2 In addition we've added icons to synchronized variables so they look different from other variables even when renamed.
General Improvements
Inventions are now automatically unfrozen when spawned
Fixed issue where the unsaved room warning dialog wouldn't show after making changes
The Maker Pen is now automatically equipped after creating a new room
[Screens] After editing the time value for an animation frame, you will now properly return to the Maker Pen menu
When using the Delete tool inside of a Shape Container, the shapes will now properly have a red outline
You can now report rooms specifically for "misleading purchases" if you feel like something you purchased in the room was misrepresented.
Fixed some of the Ink Space props not getting selected by the maker pen.
iOS players have the option to Login Automatically, which will get you in the dorm faster than having to select your account every time. You can opt-out of this feature if you have multiple accounts / share the device with family. Logging out from the watch menu is supported as always.
Fixed skipping audio in rooms with multiple audio samplers or holotars
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 been working hard on improving our events system and this ship brings a huge number of changes focusing around discoverability, event promotion, and improved UX.
Event Organizers
Event organizers cannot be kicked from their own events.
Event organizers can always visit their created events, even when the instances are full.
Events Screen
There are several new tabs on the events screen to help search for events:
Live! - Shows active events sorted by current attendance
Upcoming - Shows future events sorted by start time
Popular - Shows future events sorted by RSVPs
My Events - Shows created and RSVPed events
Live, Popular, and Upcoming tabs are all searchable and filterable by tags.
Fixed a lot of little UX issues with viewing and updating events.
Event Creation
You can now specify tags for events.
You can select custom photos to represent events.
You can now select a specific subroom to host your event in.
You can host events in any subroom that you own and in public subrooms in rooms that other players own.
Inviting
Invite players screen is now searchable.
You will now be prompted to invite friends when entering events that are mostly empty.
Event UX
You will now hear a custom jingle when spawning in a room which is an event instance.
Players see a "This Event" button instead of a "This Room" button when in an event.
Announcements
Players are prompted to create event announcements when creating new public events. This announcement is sent to subscribers.
Event Meetup Codes
You can now create event meetup codes. These will show players the event's details screen or go to the event if it's currently taking place.
Link Buttons
Player event link buttons can now search for events.
And to celebrate during all these events, we also have two new cakes: Celebration Cake and 87 Flavor Cake. Complete with candles. Try blowing them out!
You can now try premium inventions before you buy them. Go to the invention details page, tap Try, and the invention will spawn in your room for a short period of time.
AI Improvements
Improved the AI pathing and movement overall. They should get stuck in fewer places and have smoother movement over terrain and in Quests.
Fixed some places in Quests where AIs would get stuck, die automatically, or have strange behavior.
Max health configuration on AIs in Spawners now works correctly.
Wand is no longer able to stun enemies for a very long time.
Assassin bots now actually do stuff.
Barrel Knights should no longer chase players with their axe lowered.
General Improvements
We're trialing some technical improvements for Quest players to make more community rooms load - if you find rooms that still won't load, let us know!
We're improving the experience of getting disconnected from a room. If you get disconnected you'll be sent to your dorm and get a prompt in the watch menu to rejoin the last room you were in.
iOS app consistency - going to the iOS home screen or another app will cause you to leave the room you're in. If you come back soon you'll be in your dorm with a prompt to rejoin the previous room.
Optimized the use of memory across the app, which should result in fewer crashes, especially on older iOS devices.
Fixed broken search tool for clubhouse selection
Fixed extraneous text on club invite screen
Fixed broken cancel button on club permissions settings screen
Swapping to the manipulation mode while a shape is selected will now properly display all the handles.
Fixed when selecting the manipulation tool on screens, it would perform the manipulate operation on whatever your cursor was hovering over.
Manipulate operation now plays sounds.
Fixed the bug where some goals were being counted twice for daily challenges and leaderboards.
Fixed an error that occurs after an undo operation on shape containers.
Fixed a bug that prevented undoing a merge operation of two shape containers.
If you remove a role with flying on someone it should make them fall.
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...
This update brings a bunch of improvements to several maps, screens controls, and a few other perks!
General Improvements
Promote your in - game content with new Showcase Posters found in your maker pen. You can configure them to a room or event, choose what content to display, resize and recolor them!
Screens: You can now see yourself on loading screens so you can check your look between rooms.
Players with an available username change can now change it from the profile screen in-game, in addition to on rec.net (Note that you can only change username once!)
Screen Controls Improvements
We've made a couple of changes to screens controls based on your feedback - more to come soon.
You can now tap the left, right Holster Buttons to quickly cycle through holstered objects. You can still hold down the Holster Buttons to manually make a selection from the Holsters Menu.
Scrolling a mouse wheel also cycles through holstered objects, like tapping the Holster Buttons.
You can now tap the left, right Gesture Buttons to quickly swap to the Pointing Gesture. This makes it easy to bring up another player's profile without having to navigate through the Gestures Menus.
Sprint is once again mapped to the Left Joystick Click on gamepads.
Auto-sprint is now available as an option while playing with a gamepad or keyboard, mouse.
Object Mode toggle (aim with a gun, block with a sword, etc) is now mapped to the Right Joystick Click with a gamepad regardless of which hand is holding the object. Right stick click to aim with a Laser Gun in your right hand. Right stick click to block with a sword in your left hand.
Opening and closing Object Menus, like the Maker Pen Menu, is now mapped to a tap of the Shortcut Menu Button. Tap to toggle Object Menu, hold to navigate the Shortcut Menu.
Map Fixes
<h3>Cyberjunk City</h3>
Removed a box in the high tower on the orange side.
Fixed a spot where you could get on top of ledge where the map sign is near the overpass
Raised the window trim in a few spots so it's easier to jump inside the windows on screens in particular
Fixed a few spots where you could get out of the map
<h3>Quarry</h3>
fixed a shipping container on the blue side that you couldn't clamber up to, but could on the red side.
<h3>Spillway</h3>
fixed a spot where everything would disappear from view
<h3>Drive In</h3>
fixed the vent ramp so teleporters can teleport onto it.
<h3>Disc Golf Lake</h3>
fixed being able to get inside some rocks
Creative Tools Fixes
Bounce pads and impulse volumes now have nav bake options on them to ignore, generate or block. They are set to Generate by default now.
Creators should be able to bake AI nav mesh properly in all base rooms. This includes rooms like Spillway, Cyberjunk City and many more!
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...
Screen players can now "cook" grenades by holding down the throw button for a moment before releasing the throw. VR players could essentially do this already by letting go and grabbing it quickly so this change will make fragging more fair across different platforms.
Fixed held/holstered items being invisible when a screen player is dancing or taking a selfie.
VR players who use the setting "don't lock tools in hand" can use the trigger to go through quest doors without letting go of the weapon they are carrying. This also applies if you are not using the setting but want to carry an item that is typically thrown like a breakable bottle or plate.
[Oculus] Rec Room is gearing up to support Oculus Destinations and Presence. This means you'll soon be able to directly join your Oculus friends that are online in Rec Room. You may also see some top Rec Room Original rooms like ^Paintball available as Oculus Destinations.
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 made the new UI more satisfying for VR players with a virtual 3D button as you press the menu. It brings back the wonderful 3D squishyness that we were missing from the old UI. Haptics are also improved.
Rec Room for iPhone and iPad now supports Xbox and PlayStation wireless controllers on iOS 13 and up. Pressing any button on the controller will put you in gamepad mode, so you can play Rec Room just like on PC/PlayStation. Touch the screen at any time to go back to touch mode. Here are Apple's instructions to connect your controller: https://support.apple.com/en-us/HT210414
You can now browse more pages of inventions in the invention store
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...
This hip, underground cafe isn't just a fun space to play Charades; it's also the perfect place for your next open-mic night or poetry slam!
That's because we've added ^TheInkSpace as a new base room you can clone and customize to your heart's content.
Find ^TheInkSpace on the Create page of your Watch Menu!
Every aspect of ^TheInkSpace can be customized, replaced or just deleted. We can't wait to see what you do with the place. []
We've also made some changes to the rules of Charades to make it a more fun and inclusive game for everyone. We've extended the amount of time you have to draw - no more getting stuck on stage with only 10 seconds and the word "echo". Charades is no longer just for VR players anymore! Starting today you can play ^3DCharades with your friends on every platform. We've added "Draw Mode" to the Charades Pen. This makes drawing on Screens fun and easy regardless of whether you play with a controller, a mouse, or a touchscreen!
But wait there's more! This update also brings new features to Circuits v2 as part of the Creative Tools Beta
Control panels follow their objects correctly in more cases
The prompt player node now allows body text
Boolean logic nodes allow ports to be added
Float comparisons now work
Functions on Control panels and Circuit Boards now have padding between their ports
Control panels now have a special built-in self port
Control panels with no ports except self now have a condensed mesh
A clever workaround for making inventions in beta rooms has been blocked
Mathematical & trigonometric functions have been added (
Acos
,
Asin
,
Atan
,
Atan2
,
Ceil
,
Cos
,
Floor
,
Log
,
Round
,
Sin
,
Tan
)
We added these objects with this update. Look for nodes prefixed with their names in the palette! Button V2, Toggle Button V2, and Trigger Volume V2 have been added
Users can now change text on buttons with circuits
Users can now remove tags with circuits
You can now get tags with circuits
Trigger zones return lists of objects and players
Other new nodes:
Creation Object Has Tags
,
Creation Object Remove Tags
,
From Creation Object
,
Instance List<string>
,
Set Element
,
To Creation Object
As we forewarned with tools in Beta, these improvements might require you to update your rooms: <h5>AILookAtNode</h5>
Now only connects to AI, Combatant, CreationObject, PatrolPoint, Player and Vector3 types.
It used to connect to anything but it doesn't work with any types besides these.
<h5>InvalidPlayerVariableNode no longer uses the variable mesh.</h5>
The invalid player isn't a variable.
<h5>LocalPlayerVariableNode no longer uses the variable mesh.</h5>
The local player isn't a variable.
EqualsNode now works correctly in all cases.
IsValidNode now returns the correct result in all cases. Nodes now need special logic to work with invalid objects.
Many nodes which previously tried to work with invalid objects now return errors. Some of these used to null ref.
Unset player variables now correspond to invalid players
<h5>All variables now have names to help distinguish them</h5>
Unnamed variables will be updated to named ones.
Names are automatically generated when variables are placed or can be set manually.
Variables with the same name will always refer to the same value (they change together)
Variables with different names will always refer to different values (one may change without impacting the others)
Lastly, there are a few things being deprecated in the Beta. We wanted to give you a heads-up that we'll be removing these next update: <h5>
Invalid Player
</h5>
Replaced with empty player variables
<h5>
Creation Object Add Tags
</h5>
Replaced with a version with the same name that works better with lists
<h5>
Creation Object to AI Path Point
</h5>
Replaced with
From Creation Object
<h5>
Creation Object to AI
</h5>
Replaced with
From Creation Object
But, to make the medicine go down, we have something sweet! The cake is not a lie. Two different delicious cakes now available in the Rec Center Cafe and the Watch Store: Red Velvet and Double Chocolate. More flavors coming Soon(tm)
General Improvements
On PC VR, fixed a Streaming Camera bug which caused some objects to appear solid black.
Fixed bug where invention purchasing text was cut off on the small screen
When you buy clothing that you were trying on the trial item is now automatically replaced by the permanent one
Sprint on touch controls once again works by dragging the walk joystick up instead of double tapping.
Auto-sprint is now the default for controllers and no longer available for keyboard, mouse. You can disable auto-sprint in the Settings page of your Watch Menu under the Gameplay tab.
Scope Rifle no longer locks up when firing and scoping at the same time on screens
Fixed bug where reticle was visible while aiming with the Scope Rifle on screens
Melee weapons on screens work correctly when swinging rapidly again
The broom, oar, fish, and frying pan can all block melee attacks again
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...
Just a quick patch to make a few highly-requested tweaks to Keyboard, Mouse Controls and also fix some things we broke with our last update. =]
Left Shift is once again sprint, though you can still double tap the 'W' key if you prefer.
Waving has been moved from Left Shift to the 'F' key to make room for sprint
Swapped left and right mouse click so that all "left buttons" control your left hand and all "right buttons" control your right hand. Like many of you we found the previous setup a little brain-breaking. Let us know what you think of this!
Push to talk on controller and keyboard no longer has any delay
On controller the push to talk button (d-pad down) now toggles your microphone on and off when not in push to talk mode
On controller Room Chat has moved back into the shortcut menu to make room for the microphone toggle
Using a menu while flying in screens mode no longer causes your camera or body to move
Typing into room chat with a controller works again
Editing Room Roles through the This Room button on Screens works again
Weapons can no longer get stuck and fail to fire in Rec Royale on Screens
Bow firing on screens has returned to normal
Here are updated controller mappings:
Gamepad
Keyboard
As always, your feedback makes these improvements possible so please don't hesitate to let us know what you think!
Playing Rec Room with a controller or a touchscreen should be just as fun, creative, and social as playing in VR. We want players to have the same capabilities regardless of which platform they play on...and right now they don’t.
There are things you can do in VR that are hard or downright impossible to do with a controller. On the dev team we often talk about a gap that exists between the capabilities of players in VR and the capabilities of players on screens. With this update we’re taking a big step towards closing that gap, we’re introducing Ambidextrous Screens Controls.
Previously, on screens you could only use your right hand to interact with the world. Now, with these new controls you can use either hand (or both simultaneously!) with as few restrictions as possible, just like VR players. This means dual-wielding works in Paintball, and you can finally eat some pizza and drink some bubbly at the same time.
We didn't just iterate on controls, we also took the opportunity to apply a fresh coat of paint to the screens and touch HUDs, we even added the option to hide the HUD entirely when playing with a gamepad or keyboard/mouse!
We also redesigned the way that players access their Equip Slots on Screens. It’s now possible to store and retrieve objects from any available slot using either hand - just like in VR.
To fully support these new controls we had to shuffle around some button mapping, you can check out the updated mapping below. You can find these diagrams in your Watch Menu under Settings -> Help.
- When viewing a player's profile, select the "Party Up" button to send a new request or accept an existing one - If you're already in a party with that player, the button will give you the option to leave that party instead - Other players' party requests will appear in the Messages screen in your watch - Like game invites, party request messages are temporary and appear for that game session only - As a shortcut, you can also party up with nearby friends or players through the People screen
## General improvements
- Fixed a bug where extra text would appear when displaying bonuses at the end of a Rec Royale game - You can now look at all the clothing other people are wearing via the new Outfit tab on their profile page, and you can buy any items you like from right there
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...