Rec Room Studio Documentation
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https://docs.alexagirl.studioGuides and technical documentation for Rec Room Studio, a Unity Editor Package used to author, create, and publish rooms. Includes instructions on using the Circuits Editor (CV2), importing Unity assets, managing materials and shaders, utilizing performance tools like Memory Explorer and Performance Explorer, and publishing rooms to Rec.net.
What's inside Rec Room Studio
- Studio Functions allow developers to author custom chips in Rec Room Studio that call GameObject and Component methods on Rec Room Objects. They support a wider variety of data types than standard UnityEvents and can forward return values from C# methods back into the room's Circuit graph. This enables tasks such as locally setting the Position and Rotation of an object using in-game Circuits.
Overview of Rec Room Studio
Rec Room Studio is a Unity Editor Package that extends the standard Unity Editor to support the creation, building, and publishing of Rec Room content. It allows developers to use professional Unity Editor tools to build games and apps for Rec Room.Interact with Rec Room Studio Prefabs using CV2 Circuits
Rec Room CV2 circuits can interact with objects on Prefabs within Rec Room Studio Rooms by utilizing Unity Events. This allows CV2 circuits to control specific properties of Rec Room Studio Objects or trigger actions on additional objects added to prefabs.Use Performance Explorer to analyze room performance
The Performance Explorer provides a high-level overview of features that contribute to the memory demand and runtime performance of a subroom. It can be accessed via the Rec Room Studio tab located in the top bar.Interpret Memory Explorer data tabs
The Memory Explorer provides four primary views to analyze room performance:
- Overview: Displays the count of measured object categories, the asset count for each type, and the estimated total size of RRStudio assets in MB for the selected platform.
- Texture Memory: Lists all texture assets and their memory consumption. Users can sort the list by clicking category names (e.g., Name, Memory) to identify textures that require optimization.
- Mesh Memory: Lists memory usage per mesh to identify high-impact geometry.
- Misc Memory: Tracks memory used by other components, including audio sources, animators, and particle mesh renderers.
Set up Post Processing effects in Rec Room Studio
To add visual effects like bloom, motion blur, depth of field, color grading, or lens distortion to a room, use the
VisualPostProcessingobject in the Unity hierarchy. If the object is not visible, you may need to build (local play) or upload the room first.Steps to configure:
- Locate the
VisualPostProcessingobject in the hierarchy. - In the Inspector, find the
Rec Room Visual Post Processing (Script)component. - Click
Add Overrideand selectPost Processingto choose from the available effects. - Build or upload the room to apply the effects.
- Locate the
Publish a Rec Room Studio room for public access
Rec Room Studio rooms must pass a moderation process before they can be made public. The process begins with an automated AI review (typically taking under 5 minutes) and can be escalated to a manual human review if necessary.
Steps to publish:
- In-game, navigate to the room's main settings page and click the Publish Room button.
- In the resulting dialog, click Review and Publish.
- Monitor for a notification. If the AI approves the room, it is made public immediately.
Handling Moderation Failures: If the AI flags assets (e.g., textures containing websites or phone numbers), you will receive a notification. You can then:
- Change or remove the flagged assets and repeat the publishing process.
- Request a manual review by clicking the Moderator Review button on the Subroom Settings page (this may take several days).
Set up a VR HUD using a Screen Space canvas in Rec Room Studio
To create a VR HUD in Rec Room Studio, use a Screen Space Overlay canvas attached to a specific object hierarchy. This allows UI elements like TextMeshPro text and images to be displayed as a HUD. Note that the Graphic Raycaster component must be removed from the Canvas to avoid upload errors when using Screen Space Overlay.1. Create an Empty Object (the HUD object). 2. (Optional) Convert the Empty Object into a prefab. 3. Add a UI > Canvas object as a child of the Empty Object. Set the Canvas to 'Screen Space Overlay'. 4. Add the 'Rec Room Object' component to the Empty Object. 5. Add the 'Rec Room Studio HUD Canvas' component to the Canvas. 6. Delete the 'Graphic Raycaster' component from the Canvas. 7. Add HUD elements (TextMeshPro, images, etc.) under the Canvas. 8. Create events under the Empty Object to control the HUD via circuits.Trigger Anchor and Detach functions for UI canvases
You can programmatically control the anchoring of a canvas using Studio Functions. To do this, drag the Canvas object into a Studio Function instruction and access the
RecRoomStudioCanvasInteractioncomponent methods:- AnchorCanvas: Anchors the canvas to the player's screen using the configured attachment mode.
- DetachCanvas: Detaches the canvas and returns control to the player's avatar.
Apply a texture to a material and a material to a 3D object
To link a texture to a material, select the material in the Project window and drag the texture file onto the 'Base Map' Surface Input setting in the Inspector.
To apply the material to a 3D object:
- Select the 3D object in the Hierarchy. (To apply the change to all instances of a prefab, use 'Open Prefab Asset').
- Drag the Material file from the Project window onto the 'Materials Element' setting in the Inspector.
- Verify the shader is set to
Rec Room Studio: Lit. - Adjust the offset and tile settings in the Inspector to align the material correctly on the object.
Edit circuit boards and control panels
To edit the interior of a circuit board or control panel, double-click it. To exit the editing mode and return to the previous view, click the back arrow. While editing a board, you can right-click the in/out buses to add functions and ports.Import Unity Assets into Rec Room Studio
Unity Assets from other projects or the Unity Asset Store can be imported into a Rec Room Studio project viaWindow > Package Manageror by dragging and dropping files directly into the project's Assets directory. After importing, assets must be configured for compatibility with Rec Room Studio's requirements.