It would be a Cv2 Gizmo that would work Slightly like a clamp but with more features. The main way it would work is there would be a number of connected joints that you can attach objects to. You would be able to attach objects and maybe if possible players too. The number of joints the rope has and the length of each joint can be changed as well as how far apart the joints are and how they interact with other objects
The ability to retire ownership of a room
Ok for example let the story be that I simply don't want random unused rooms that I have co-owner in. And I can't ask the owner to take me off either since he/she hasn't been on or simply had blocked me and forgot since, etc. I think rather in game or in rec.net itself there should be a button in the room details or settings saying "retire" or something along the lines of that. Thanks.
Change time of day in dorm
It was in the trailer, we dont have it. Allow players to chang the time of day in their dorms.
Everything that sampler V1 has, with new features like: indicating when the sampler finishes playing Play for a specific player or team Fix the weird audio ducking issues when switching between the different audio channels (often music recorded to a sampler set to "Voice" is MUCH louder than if it is set to "music", etc.).
Resize Player [CV2 Costume Dummy]
So, Full body costumes are amazing, but I feel like there could be more freedom with how players can dress up. My suggestion is to make a way to rescale a player to a certain size. Very similar to the self scale feature... but no Maker Pen needs to be held! I added an image to give a demonstration of how it will work, but here's a worded explanation. Basically, after creating a costume, you will have an option to configure it. When the configure menu pops up, scroll down, and you'll find a box that says "Scale Player By..." You can type decimals and integers into it. Negatives will shrink the player, and positives will enlarge the player. Zero is the original size. When you equip the costume, your avatar will be shrunken or enlarged based off of what you put in. I'd also like to say, your perspective will change with your size. Hope this makes sense! (Rec Room, please add this!)
Merge and blend/smooth tool for 3d objects
When I see foliage and concepts of hills/mountains in the rooms as well as when room creators try to create an npc in their room, it looks like blobs, circles and triangles, I know it's the limitation of the game but it would be nice to see a tool that deliberately merges select objects and smooths them out so it looks like a more natural hill or mountain, or a merged smoothed shape like a person. Not sure if this is in the capability of the Rec room engine but would be a better visual for sure.
RRO rooms like Paintball and Lasertag have a system that allows players to vote for the next map after a game has been completed. Once the timer runs out, all individuals are transported to a new instance of the map that was voted for. Leaderboard stats are shared among these maps and players are transported together as a group. A map rotation system like this would be a powerful tool for custom room makers to improve engagement in their PVP rooms. Playing the same map over and over can get tiresome. The current tools do not allow us to cheaply or easily replicate the functionality that the RROs have. The best solution available with the current tools risks splitting up players, or dropping players into a game that is already running. Requirements: be able to vote on the next map on the scoreboard just like in the Paintball and Lasertag RROs be able to specify which subrooms should be part of the rotation keep players together so that they don't get split up upon a map change try not drop players into a game that is already going
Add an Airbrush tool to the makerpen!
Airbush could be used for canvas as well as shapes. Also, it could configurations of sizes, light or heavy spray, etc. This would be amazing for detailed work! This could take building and art to a whole new level for Recroom!
Ray Visualization for Raycast Chip
Being able to see where a ray originates, is pointing, and how long it is would be a huge help to those new to programming to both understand and use the Raycast chip. I would love to see a solution similar to the Rangefinder's laser be a standard feature to the Raycast chip. Thanks!
Player Hit Chip for CV2
Currently in CV2 there is no way to detect who killed who. When I think of what you CAN'T do with CV2, this is the first thing that comes to mind. If we had an event receiver that executed when a player was hit and had an output for the attacker and defender (and hopefully their health), that would be extremely helpful and would open up the possibilities for much more complex games (I've got an idea right now that I can't build until this is a thing). Thanks for considering!