Optimizing the Custom Locomotion circuits

Currently, in Rooms V2, custom locomotion is forced to be enabled because it defines how players move/are allowed to move

The problem is, the current pre-built circuits are really rushed and not at all optimized

  • Comment chips using more chip count
  • Various typos in variable names and comment chips
  • Logic in the Player Definition Board at all despite the fact ALL locomotion events are received locally
  • Many chips that serve no use in the circuitboard, like Sequence
  • Poor AirControlMultiplier variable management
  • Using circuitboards for no reason other than pointless organization. Just make a chip for these functions
  • Duplicating chips (Using multiple chips that return the same read-only value, instead of using one chip and only reading values from it, like Player Get Is Grounded)

My suggestion? Stop using the Player Definition Board and allow us to receive locomotion events in world-scope, as these events are received locally in the Player Definition Board, and all variables in the board are local, deeming the board useless. RecRoom already has pre-built circuitboards like Flip Flop and Gate, so I suggest we add 2 more, Player Locomotion Controller and Player Locomotion FX Controller, which would be copies of the Locomotion and Footstep Sounds circuitboards

This would not only lower the chip count in the room from removing the need to create custom events to reroute things outside the player definition board, but would also greatly reduce memory (My current player definition board is the bare minimum and uses 49 chips, with 16 players thats 5.1 MB of memory)

Images:






1 Like

Especially now that we have a replicated memory limit this is really important. I agree that we should gain the ability to place the raw movement events outside of the boards. That would be a huge improvement.