Rooms 2.0 is now the default for new creators

Over the last few months, we’ve largely been focusing on one priority in Rooms 2.0 - stability. After a lot of internal and public testing with the community we’re now confident that R2 is stable. So, starting today, when you go to create a new room, you’ll see R2 rooms first. You can still select R1 base rooms, but R2 will be the first thing you see. R2 is not only the default, but the future foundation of creation in Rec Room. And so with stability improving and more features coming, it’s better for new creators to start their creation journey with R2 rooms.

For veteran creators, we still have work to do!
There are some key features - costume dummy and vehicles as the most obvious - preventing some of our most advanced creators from switching to R2 permanently. And some bugs. We are prioritizing that work right now. You can read more about how we’re thinking about this internally in our ‘messy middle’ post here.

On top of crushing those bugs, we’re also starting targeted outreach to a few advanced creators on how we get some of our great R1 rooms into R2. We’ve found that trying to make this happen for real rooms and real creators gives us the best feedback on how to make this work really well for everyone else. A huge thank you to everyone who has taken the time to help us out with R2 bug reporting and feedback so far!

What about R2 Beta?
We’re going to stop using R2 alpha / beta / beta 2.0 / beta 2.0 ultimate edition type labels. These labels were creating a lot of confusion internally at Rec Room and externally in the community. Going forward you’ll just see us talking about Rooms 2.0 (R2) and we’ll talk in detail about where things are at with the community and what is coming next. We’ll be posting updates on the R2 work in the creator forum and we’ll give regular updates during the monthly Creator AMAs (date / time announced each month in the Creator Hub Discord).

R2 bugs and feedback
If you’re new to creating, give R2 a shot and let us know what you think! If you’re a veteran creator but you haven’t tried out R2 in a while, give it another try and let us know your feedback or any bugs you hit. Here are the best spots to get us this kind of info:

R2 feature requests / feedback - creator forum

R2 bugs - creator forum

Cheers!
~ Shawn

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I’m still waiting for the mirror (IDK if it was added in the new update)

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Evertide is typing :flushed_face:

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I really hope we get more customizable vehicles rather than a direct port. Please give us wheel components .
Also as a side note, if we do get a wheel component I feel it is important that it either has no default visual mesh or we have the option to turn it off. I would hate if everyone had to use wheels that look the same.

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Love R2!

Does this mean Rooms 2 is out of beta?

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Idk why but , now that rooms 2 are stable , im feeling that the contest is coming VERY soon.

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basically yeah, it means we’re dropping all of the alpha, beta, launch labels and just making it the default for new creators, and working towards making it better for veteran creators

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I have been using Rooms 2.0 for over a year now with ^AwakenFields, and I am happy to see that Rooms 2.0 is finally entering a state where you can confidently use it without the significant issues that existed when it was first released. Glad to see it coming full circle now.

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So far Rooms 2.0 has been pretty stable and chock full of circuits for me, very good! Though there’s just a few things that I think should be ported over and improved upon for something kinda hard to create in R2 right now :slightly_smiling_face:

First, a way to properly holster items again would be nice. I believe the “Equipment Slot” chip is meant to be able to create a holster slot, but the option inside is completely missing!

Secondly, a selection of preset AI that could run off of the new pathfinder and be more configurable could be great, with baked in models and circuits to quickly get a game set up! Sort of like the pre-made player boards and the empty variant existing together.

The final major thing that I know has been brought up lately is an updated form of Game Rules. This would be awesome to have so that there’s a built-in health system for the AI and custom UI for health and shields without HUD chips or Studio Events!

That’s all I can think of for me personally, outside of more props over these next months of course! I hope this is considered and maybe gets a response if it ever is looked in to :grinning_face_with_smiling_eyes:

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I think this idea has both advantages and disadvantages. On one hand, it can be beneficial, but on the other hand, it may lead to a decline in the teaching of R1 classes. Many of us began our teaching careers in those classes, and if the focus shifts entirely to Room 2, it could result in a lot of teachers feeling overwhelmed. They may be reluctant to adapt to a completely new system that differs from what they love. This shift could potentially cause some teachers to leave the profession altogether. :sparkles:

They really leaving Rooms 1 with this one :pensive_face:

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I’m not against R2 at all, but this overwhelming push for an unfinished system seems extremely premature.

In the ‘Messy Middle’ post, it was stated that R1 was too clunky and to upgrade the system, the system had to be rebuilt from scratch. If that’s the case, I understand that it NEEDS to be done.

However, I think R2 is moving way too fast, and trying to implement a tonne of new features to showcase what it CAN do, but is lacking way too many R1 features and objects that creators and players are used to. Top priority SHOULD be on making sure R2 can do anything R1 can.

I also understand that the goal is for R2 to be able to do anything R1 can, and more, but the ‘and more’ seems to be the main selling point.

It’s also not a very widespread system, with only 10% of players and creators visiting or creating R2 rooms. The problem with this, is there are a LOT less tutorials, and by making it default for new players, they are likely to be confused by older tutorials that teach R1 building and circuits.

On top of all of that, motivation to create R2 rooms is quite low, they’re more complicated and advanced (not saying it as a bad thing, but the learning curve is much steeper). Popular features like cars, costume dummies, and mirrors being absent discourage people from creating the rooms that they can absolutely make in R1.

I think this update is just going to confuse or frustrate the average creator, rather than increase the number of quality R2 content. I could be completely wrong, and I hope that I am, and I sincerely want this to go well.

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We understand that not everything that exists in R1 is in R2 and that there are still bugs to work out; including stability with many players in an instance. Teaching is hard enough when the environment is unfamiliar or doesn’t work as expected. That is why we have given our Head Teachers the choice if they would like to teach others in Rooms 2.0(R2) or not.

It makes sense that many Classes might feel overwhelmed if they have no experience in R2. We hope that the intense focus of the R2 devs has helped solve many of the technical problems and that we can all work together towards solving the problems that are within our power to solve. All this has to start with someone’s curiosity and a want to know more.

It took sometime for me to transition from CV1 to CV2, mostly because of the flux of development meant that things where changing too fast to establish a solid foundation. Now I think CV2 far surpasses anything we could ever do in CV1. We’ve reached a mostly solid foundation for R2 and now is a fantastic time to start building something amazing on that foundation.

Our community has done it before and we will do it again. That’s the power of our creativity.

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is rooms 2.0 more important then fixing issues?
Rooms 2.0 this
Rooms 2.0 that
How about fixing issues

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i feel like rooms 2.0 is soon gonna have a downfall

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I’ve personally been enjoying R2. However there are a few things that i’d like to see improved. mainly making it more welcoming for newer creators & Creators who won’t switch because they don’t understand how some of the new stuff works (Ex: Containers). I hope a R2 version of the makerpen tutorial is created for those who might need help getting used to R2!

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The main things that need to be moved over before i’l ever stick with Rooms 2.0

Attach object to hands (for costumes)
Holsters
Changeable “can pick up/holster” permissions for objects with certain tags

There’s still just some really core features missing that there are no workarounds and that many maps absolutely can’t do without.

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A big issue i have is that Rooms2.0 feels unsafe to build on. Every time i have tried, i have had my motivation stripped away from me by some massive missing R1 feature, or a huge bug that just cannot be cooperated with or worked around. Now i don’t think this would ever happen as it would go against the rather desperate push to get everyone onto R2, but i firmly believe we really need some way to convert simple creations from R2 back to R1. The veteran builders who don’t want to give it a chance avoid doing so because all projects they try to do in R2 end up just dead in the water and unrecoverable usually until some update months down the road, if the issue even does get fixed/added at all.

Imagine, if you were someone who already had fragile motivation, would you want to risk blowing a ton of it on R2 only to find that an idea you may be trying to bring to life is directly incompatible with R2 with its current state/features at a very core level?

I had a big rant about all of this here, please, i would like anyone on the staff team to read and respond to it. The Messy Middle - #13 by JebGaming

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Mauh​:heart::heart: ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎

I also commented on the messy middle thread, but I personally think if you guys want a cleaner transition from rooms 1 to 2 that you give players the option to disable hierarchal building in place for the clamping system (and or Legacy circuits for newer players so that they can still create without being overwhelmed by the far more advanced hierarchal system).

I feel as if you guys implement something like that and you’ll not only have the ability to transition players to rooms 2 more effectively but also make it to where you can seamlessly port rooms previously made in rooms 1. Of course correct me if I’m wrong as I don’t know the internals of rec rooms code but personally I think this is the simplest solution and honestly the hierarchal system is legitimately the only thing that’s held me back from developing in rooms 2.