Ship Notes 6/4/25

  1. the upgraded bean works with many more of the newer systems
  2. the classic bean had a lot of performance issues and things that would not allow it to work with many of the new systems since it was built like 9 years ago
  3. we can’t maintain a legacy / very old system along with the new system for every new avatar item we make, and for every new way players can make avatar items or costumes for the community
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here’s why Ship Notes 6/4/25 - #21 by Shawn

In my opinion, the old bean just looked better overall.

While the new bean body might offer improvements in performance and other aspects, it still feels largely the same as the old bean—just with updated visuals.

That said, the main issue seems to be with the animation and how it generally looks.

I would suggest keeping it closer to the old bean’s appearance instead of making it look so different. For example, adding more animations on both console and VR tends to make it look odd and unwanted by much of the community.

In short, reduce the excessive animation and aim to replicate the old bean bodies—something more still, simple, and formal in appearance.

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Does that mean there isn’t a way to refine the classic beans systems while keeping it true to what it was and is while still making the players happy? It feels like feedback hasn’t been even thought about a majority of the time, as players always seem unhappy with recent decisions.

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Ill try to structure this the best I can here.

First, I understand the reason for the change and the long term implications of it. BBA was archaic to work with, with it being old code and the UGC push is strictly for UBA. Its about the survival of the game and honestly money w support being invested on UBA vs BBA. Also there will be a growing period for players to get settled with the Updated Bean Avatar becoming the mainstay of Rec Room just like when the Maker Pen UI was remade/updated.

Pros:
UGC/Facial Expressions - More Customization to allow Players to truly make Their Avatars Unique

Animations (Hands) - The Updated Hands I love and think are an amazing improvement with gloves bending in accordance to emotes. (Thumbs-Up, Fist, Pointing, etc..)

Animations (Body) - The Bends in torso are pretty cool when just wearing standard outfits whether thats UGC or RR made items.


Now onto the problems I have personally encountered. Of course this doesn’t reflect what others have seen or what their opinions are. I’m a costume designer with over 15 features in the RR Gallery and my cons list will mainly reflect the costume side of the house.


Cons:
Animations (Body) - The Animations have outright broken a vast majority of player made costumes that are attached to the costume dummy. The automatic bending in the torso clips the Bean Body avatar outside of nearly all costumes regardless of movement. This can be very small instances of avatar clipping to fairly large depending on how close the costume “hugs” the RR Avatar. This problem is HEAVILY expressed during crouching or prone motions.

UBA (Body) - I just covered the animation side of the Body but, also the torso sits slightly higher in reference to Costume Dummies vs the original BBA. This leads to previously mentioned clipping issues and the appearance of a shortened neck which also throws off original scaling. For large amount costumes, this creates a compressed look vs original BBA.

UBA (Neck) - The Length is Reduced and Creates a Hunchback appearance by pushing the head forward by 4cm. (Maybe incorrect on that metric from the post)

UBA (Head) - I have not changed my head setting from the BBA and I have seen the center point for Head portion of the Costume Dummy Shift Backwards or rather the UBA has a new scaling for the Head. I have seen this in a fair amount of player made costumes with the Cheek portions being the most common. This is probably the smallest complaint I have but it honestly an easy fix on the players end with it being a small change in position and more of a comment.

Back Holster - A few ingame creators/communities have moved toward implementing clamps and animations to allow creations to be carried on on their Back Holster. This was a move to circumvent shape limits on the costume dummy and to allow animations/Cv2 to be almost “integrated” into costumes. If you refer to my portfolio you can see at least 5 examples of this method being in use. With the current animation change, it serevrely limits this method of design. Reason being the back holster slot being manipulated by the new Body Animations. (Bending When Crouching or Going Prone)

Height Settings- This is coming more from fellow players but they have mentioned that the Players Avatar will stay at floor height while the head and hands move up in accordance to using height adjusted such as OVR or Quest Dev Mode to Adjust User Height. Some Players Rely on these systems for ease of use and it is affected by this change. That and even without using any extra features on VR the UBA can have its avatar stay in one place while the player’s camera moves. Some Creations rely on height to show a sense of scale and size with the increased height.

Community Effect: As yall have seen this has cause an outcry againist some members of the community and it honestly sucks for the folks that feel that way. Communities at times use Costumes to set the tone and allow players to immerse themselves in their own creater worlds.

As always this information can change and fluctuate as updates come out.

TL:DR

New Animations/New Avatar Scale can Interact with User Made Costumes in a Bad Way with Clipping Issues.

New Avatar Can Break when Users Attempt to Adjust Height.

Communities In RR are Heavily Affected By Costume Interactions Due to a Reliance On them to Set the Environment/Theme

(I personally just want the Neck Length to be fixed and avatar animation to reviewed)

Potential Solutions:

Of Course I understand a majority of these ideas are not feasible for the Dev team to do or can lead to other problems but ill list them nonetheless.

Introducing Invisibility to Costume Dummies -
This has been a long requested feature folks have asked for. This would solve any problems with the Rec Room Avatar clipping into User Made Costumes and would be up to the player to make their articulations work. Also it would allow for a whole new branch of player content with the restrictions of the player model. This could be combined introducing a toggle for Torso Animations on the costume dummy. This can come with moderation issues but this can be addressed by adding a toggle in settings to allow this feature on an individual basis. Whether the setting just shows or doesnt show players using Invisibility or provide an alert when someone equips it.

Redoing Animations -
This can come in many forms whether that is outright removing some new features, reducing or removing the torso bending, rescaling the avatar head, or adjusting neck length. I personally lean towards the option to toggling torso animations for costumes to only move on the axis the costume is connected too (That Being the Upper Chest). Basically using the BBA animations for the torso. If there is any takeaway from this section is redo do the head placement for the Avatar and the length on the Neck.

Complete Revert-
Going back to Old Bean Animations
(Honestly yall shouldn’t and is one of those unfeasible options I mentioned)

My Dream Version-

Introducing the Toggle for Invisibility w Moderation Controls to Insure CoC Compliance and a Toggle to Disable Torso bending on Costumes.

(The connections points for the costume would remain the same as if the Avatar was still visible. The only change to the current costume in this regard would be the visibility.)
(The toggle to remove animations on the torso should force the player to use the default shirt as to not force a complete reanimation of all UGC or RR made cosmetic items. This could help address the problems of clipping with costumes and allow people to get those tradition animations they crave, albeit limited.)

Coupled with those ideas is to Redo the Neck Length for the UBA by slightly increasing it back to its original length.


With all of this being said I like the new bean (UBA) and I am on board with the changes but there are some things that are needed to be addressed. Also apologies for any grammatical or spelling errors. Thank you for reading and please feel free to reach out for clarification or to add your own thoughts.

V/r,
Airhawg

My Discord is Airhawg
DM for any follow-ups

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I feel like right now new bean makes me way more laggy then old bean did.
i also dislike how my face was repositioned.

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The new bean body doesn’t work with a lot of clothing items (mostly facial items like glasses, masks, etc.) As well as pvp leagues beimg put on hold and costumes being glitched to where they clip through the bean. The animation is also not very nice to look at. If you guys could release your “personas” update asap that would probably fix the issue with the animation. Thanks for taking the time to listen.

All these little details make the new bean feel unfinished for me and a lot of other players. Properly fixing the new bean before forcing the switch would’ve cause less backlash since not many people would notice the difference.

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I’m having difficulty telling if you recieved my gmails. If you could reply that would be great.

not a bean issue
its a bean with favorite holsters, if you dont have anything favorited and put your hands near your back, it is buggy and lags profusely
this carries over if other players do the same, all users in an instance will end up lagging

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I found one of the biggest issues on Upgraded bean and its the face adjustment sliders n stuff. When you swap from Classic Bean to Upgraded Bean, your eyes and mouth would be more bigger and/or squished together, and for lots of people, they find it difficult to make their faces look just like how they looked on Classic Bean, so maybe you can add an option to use more limited eye spacing, eyes up/down, and eye size sliders to make it limited and hopefully easier for players to find their original look. (I say make this an optional feature because im pretty sure some current faces wouldnt look good anymore if you were to just limit the face sliders with the limit that Classic Bean had)

Another few things you should fix is pointing on Upgraded bean, pointing on Classic Bean is just lifting your finger (your entire hand doesnt change but your finger lifts up), but on Upgraded Bean, your fingers move a bit making a slightly different hand pose (maybe editing the pointing animation to be the closed hand animation but just with the pointing finger up would better), one more thing is also adding an option to not have the transitioning animation from a normal hand to the pointing hand.

Oh wait, a few more thing actually, make an optional to where screenmode players would still have their hands down while moving (jumping would animate their hands again), add the body swaying back (moving side to side on VR looks bad compared to how classic bean bodies would move). Also, make it where you can see your body turn side to side again on Screenmode when in first person (It never looked natural to side my characters body to be straight while aiming with a bow on Screenmode)One FINAL thing, remove that leaning that happens when you pull out the camera on Screenmode while using a Full Body Avatar (I know this doesnt relate to Upgraded Bean but it looks weird leaning completely back when trying to take a pic of someone, not even the system used on Full Body Costumes does that)

(Thats a lot of stuff, ask me anything if your confused about anything)

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This situation is incredibly frustrating. You would think that after the significant backlash over the past few weeks, including players quitting and threatening to leave, the developers would listen. Even after the update rolled out, many people chose not to update their game and decided to quit instead, but it seems like nothing changed.

It’s hard to understand how you could believe this was what anyone wanted. No one wanted the bean body removed, yet you did it anyway. And let’s not overlook the major issues with the new bean. If you put your hands near your neck, the entire game starts lagging. This issue can cause crashes for CV1 and Index players, potentially affecting the whole lobby. Are we really serious about this?

This has to be the worst update I’ve seen since I started playing this game, and that’s saying a lot.

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This feature is bad. If i wanted to drop out of the air when i drop my makerpen i either wouldn’t give myself a flying role specifically to circumvent this, or i would just press the jump button to stop flying which is incredibly simple and should not have been automated/forced.
Quickly dropping and grabbing the makerpen is a great trick that has likely existed as long as the makerpen itself, for reasons like exiting containers, circuitboards, animations, to pick up an object you’re working with, to hide circuits from view to look around, or deselecting objects when you don’t want to swap out from your current tool to the select tool. It will now be super inconvenient to try to do any of this while in the air.

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Thanks for the new bean updates! :relieved_face: I hope that this list could still be looked at that I made as most of these are lesser known issues of the new bean/full body which should still be investigated. List of Upgraded Bean Bugs/QOL Ideas I Could Find

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I think something that would really help is fixing the face shapes making them like old bean and fixing the faces and the mouths. Pushing the head back or having the option to center it and the push back and forward, making is so we can make the body slimmer but still keep it wide, also fix the push forward of the bending of the bean.

they didnt optimize nothing bro its even worse then before

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what are these AI aah responses

bro who cares about that just bring back classic bean bodies and listen to your fans

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My AI aah responses are attempts to get better info than ‘I dont like this thing’ with no specifics on why or what is causing issues. That stuff aah isn’t very helpful when communicating feedback to the team.

Some people here have done a great job at going into detail on what specifically is bothering them about the new beans so that’s been great - thanks to people who actually typed something meaningful out!

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