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)
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