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!)
Hand Collision is a way to make the game more realistic to players, basically when they touch a certain object the hand dosent go through and instead stays on it, this is already a think with screenmode players but we cant enable or disable that feature, and so i recommend adding it to VR players by using the configure tool on an environmental object and enabling it there.
Dynamic Voice Chat
Simple. The voice can be heard at realistic ranges depending on how loud the speaker talks. The louder the player, the further the sound travels. The quieter, the shorter. This would be a great RRO feature, but it would also be a nice option in community rooms. Thanks :D
A "Void" subroom
Have the ability to make a "void" subroom. In the void you could build props that could then be used in other subrooms without taking ink until spawned in. There could be a get object from void that would have a vector, a string, and an execution. It would output a success and failure execution and an object port. When the chip receives the execution it would spawn the object with the tag that was written in the string. It would spawn the object at the position the vector lists. There would also be a send to void chip that would take an execution to send an object to the void. A use for this would be RPGs because right now it is almost impossible to have multiple weapons and weapon types due to ink. If I wanted a weapon in an rpg I would have to have that weapon in every subroom.
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.).
Player set equipped items
The reverse of the player get equipped items. It takes an execution an object a player and an integer for index the index will determine which slot is selected the object is the object it sets it to the player selects the player and the execution makes it happen It will have a success and failure output
One-way see through objects.
A maker pen object that can be found in the Decor section of the palet or dynamic, its an object which the texture and color can be set by recoloring it and the object itself its only see-through one side.
This chip would have 2 inputs (Vector3 origin, Vector3 direction). It would fire a ray starting from origin in the direction direction. It will return where the ray stopped, the normal of the face that it hit and the object that it hit. This can be used for custom pathfinding, easier custom rendering of objects using canvases and can also be used for light simulations.
VR Loading Screens
Bring back loading screens for VR and maybe even add a option for players to make custom loading screens for their rooms