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Guide for Rec Room users

From Resonite Wiki
This article or section is a stub. You can help the Resonite wiki by expanding it.
This page is the second half of the Guide for visiting users page. Make sure to have visited there first as it contains points common to all platforms.
While the author of this page has been in Rec Room for a while, they don't have much experience with it, so this page might not be maximally useful for those who have. Please contribute with a seasoned player's perspective if you can!

This page aims to catalog the Resonite equivalents to Rec Room features, as well as major differences between the two, in order to help people used to the latter with getting started in Resonite.

General

  • Everything can be edited, including you.
    • There is no separation between the world and the avatars within. Players with builder permissions (and, to a lesser extent, items) can modify the world, items, and your virtual body, in real time. (Note that these changes won't persist unless you explicitly save them.) UI isn't locked away either; you can edit your keyboard, inspector, dash menu...
  • Avatars can be anything.
    • An avatar is just a game object, and thus can be endlessly customized. This does mean that there's no single avatar template, which allows for much more customization, but at the cost of effort. If you want an avatar that's easy to make yours, check out NeoRoid or NeoFur, limbless bases made to be edited in-game. If beans aren't to your taste, you may be better served by VaLP Avatar Maker. Don't forget to save after customizing!
    • If you've exported your Rec Room avatar, you may be able to import it into Resonite, but not without effort. The exported avatars don't have any rigging, meaning that Resonite can't know which parts are the head, hands, or body. You can separate it into the respective parts with 3D modeling software such as Blender, but it might be better to use the Rec Room Avatar Archive to recreate it in a rigged form.
  • Almost nothing is paywalled.
    • Paying money for Resonite will give you more storage space, access to the headless server software (but not hosting), bragging rights (through badges and shoutouts), and nothing else. There's currently no in-world currency, but avatars and accessories may be sold on external websites.
  • Modding is allowed and encouraged.
    • Users are welcome to mod the software to nearly any extent they wish. From basic quality-of-life changes to entire alternative renderers, most users run at least some mods. However, you must still comply with Resonite's Modding Policy.

Features

Many features built into Rec Room are instead implemented as user-created items in Resonite. If you install something to your avatar and you want to keep it, you will need to save the avatar so that you don't have to install it again in future sessions.

Rec Room feature Resonite equivalent
Camera Camera item in Resonite Essentials / Quick Photo Capture gesture
Hands control in screen mode Handless Helper

Avatar/world creation

Main article: Tutorial:Avatar creation

Main article: Tutorial:World creation basics

  • The intended way to create is in-world.
    • The Unity SDK is relatively recent and only serves as an alternative interface for those used to it. Everything you can do in the SDK, you can do in-game, and there are many things that you can't do in the SDK. (Notably, Resonite doesn't run on Unity, but rather the custom FrooxEngine; Unity is currently only used for rendering, and even that is due to change.)
  • Avatars, worlds, and props are one and the same.
    • The same visual coding language, ProtoFlux (similar to Circuits), can be used both for worlds and avatars. Simple toggles can be created with a few components (see Tutorial:Context Menu#Toggles).
    • Any object can interact with (and, to some extent, modify) any other object. For example, the original author of this article has their avatar automatically inject a custom LOD into a supported world's culling system. Use this power responsibly, and be aware that others may use it irresponsibly in your game worlds.
  • Everything is open by design.
    • With very few exceptions, everything you make can be copied, edited, and even exported.[note 1] The SimpleAvatarProtection component (added by default) blocks equipping, saving, and exporting of an avatar, but it's not bulletproof (e.g. users with builder permissions can inspect it and access its textures). Note that copyright is still in effect, as are basic manners; if someone uses your creation against your will, report them to the moderation team.
    • Note that this goes both ways. If you're curious about how something works, and you have builder permissions in the instance, you're usually more than welcome to whip out a dev tool and learn how it's made, and maybe even tweak it to your liking.
  • Be careful with resource usage.
    • While there is no ink or mobile players to worry about, Resonite can be heavy (especially on the CPU) due to how flexible it is. In particular, since there's no "compilation" step, you'll have to deliberately seek out optimizations such as culling or baked lighting (e.g. through Lumos). Check out the optimization guidelines article for more detail.

See also

Notes

  1. Skinned meshes currently don't export in a usable condition, but this is considered a missing feature rather than deliberate protection.[1]

References