ποΈ Absolute Value
Outputs the magnitude of the number. Is always positive.
ποΈ Acos
Computes the arccosine of a number.
ποΈ Consumable Activate
Sets the input consumable to active. Use this to confirm a consumable used event. Can also be used independently. Displays the consumable as active in the backback and decreases the number of comsumables the player owns.
ποΈ Inventory Item Add
Add an inventory item to the given player.
ποΈ Add
Computes the sum of two or more inputs.
ποΈ Add Tag
Adds a tag to the input object or player.
ποΈ Add Tags
Adds tags to the input object or player.
ποΈ AI Get Line of Sight Parameters
Outputs the current line of sight parameters from the input AI.
ποΈ AI Get Target
Outputs the current combat target of an inputted AI.
ποΈ AI Has Line of Sight To Target
Outputs if the input AI has line of sight to the input target.
ποΈ AI Look At
Command an AI to look at the input target. If you want the AI to look in a passed in vector as a direction, set the βLook Target Is Directionβ parameter to True. To make an AI stop looking, use the AI Stop Looking node.
ποΈ AI Variable
This chip requires beta content to be enabled in the room. You can access the setting in "This Room -> Settings".
ποΈ AI Path To
Commands the AI to path to the input target destination.
ποΈ AI Rotate
Commands an AI to turn an inputted number of degrees. To command the AI to back to default rotating behavior, use the AI Stop Looking node.
ποΈ AI Set Line of Sight Parameters
Sets an AIβs various LoS paramters. The βConeβ setting acts like a vision cone that sits in front of AIs like eyes, where the βCircleβ setting acts like a radius around the AI. The Require LoS For Targetting parameter defines if AIs can see you through walls.
ποΈ AI Set Pathing Speed
Sets the speed for an inputted AI. This same setting can be determined by configuring the AI itself.
ποΈ AI Set Patrol Point
Set an AIs Path Point.
ποΈ AI Set Target
Sets the input AI βs current target.
ποΈ AI Start Combat Behavior
RRO Quest AI black box. This node tells the input AI to start their C# defined combat behavior. Note: this behavior varies per AI.
ποΈ AI Stop Combat Behavior
Tells the input AI to stop its C# defined combat behavior.
ποΈ AI Stop Looking
Command the input AI to cancel its current Rotate and Look At commands. Call this before telling an AI to path after having it Rotate/Look At so it rotates properly while moving again.
ποΈ Ambience Constant
Choose from a selection of ambient audio tracks, for use with the Audio Player.
ποΈ And
Outputs True when all inputs are True. If any input is False, it outputs False.
ποΈ Angular Velocity Add (Deprecated)
This chip has been deprecated. Please move to a different chip.
ποΈ Angular Velocity Add
Add angular velocity to an object. The Angular Velocity vector should lie along the axis of the rotation being added, with a magnitude that (once multiplied by the speed multiplier) represents the clockwise rotation speed in deg/s. Once the new angular velocity has been computed, its speed will be capped by the Max Angular Speed.
ποΈ Angular Velocity Set (Deprecated)
This chip has been deprecated. Please move to a different chip.
ποΈ Angular Velocity Set
Sets the angular velocity of an object. The Angular Velocity vector should lie along the axis of rotation, with a magnitude that (once multiplied by the speed multiplier) represents the clockwise rotation speed in deg/s.
ποΈ Animation Get Frame
Returns the current frame of the given animation controller component.
ποΈ Animation Get Speed
Returns the normalized speed of the given Animation Controller.
ποΈ Animation Get Time Stamp
Returns the current time stamp of the given animation controller. The value is not impacted by the animation speed.
ποΈ Animation Get Is Playing
Returns whether or not the Animation Controller is currently playing.
ποΈ Animation Pause
Pauses the Animation Controller. The Animation Controller resumes at the same moment next time play is activated.
ποΈ Animation Play
Tells the Animation Controller to play its animation using the Playback Mode set in the Animation Controller's configuration menu.
ποΈ Animation Set Frame
Sets the Animation Controller's animation to a specific frame number.
ποΈ Animation Set Speed
Sets the Animation Controller's play speed. Default value is 1. Negative values play the animation in reverse.
ποΈ Animation Set Time Stamp
Sets the time stamp of the given animation controller to the given time in seconds. The time stamp is not impacted by the animation speed.
ποΈ Animation Stop
Stops the Animation Controller. The Animation Controller restarts from the beginning next time play is activated.
ποΈ Asin
Computes the arcsine of a number.
ποΈ Atan2
Computes the 2-argument arctangent of a number.
ποΈ Atan
Computes the arctangent of a number.
ποΈ Audio Get Length
Returns the length in seconds of the given audio reference.
ποΈ Audio Player Get Audio
Returns the most recent audio reference that the target Audio Player has started playing.
ποΈ Audio Player Get Max Rolloff Distance
Returns the furthest distance from the target Audio Player that the audio can be heard from.
ποΈ Audio Player Get Playing
Returns True if the target Audio Player is playing.
ποΈ Audio Player Get Speed
Returns the speed multiplier of the target Audio Player.
ποΈ Audio Player Get Time Stamp
Returns the current time stamp of the target Audio Player in seconds.
ποΈ Audio Player Get Volume
Returns the volume multiplier of the target Audio Player.
ποΈ Audio Player Pause
InputsOutputsexec | No name.exec | No name.audio player | Target
ποΈ Audio Player Play
InputsOutputsexec | No name.exec | No name.audio player | Targetaudio | Audio
ποΈ Audio Player Set Max Rolloff Distance
Sets the maximum distance that audio from the target Audio Player can be heard from.
ποΈ Audio Player Set Speed
Sets the speed multiplier that the target Audio Player will play at.
ποΈ Audio Player Set Time Stamp
Sets the time stamp of the target Audio Player in seconds.
ποΈ Audio Player Set Volume
Sets the volume multiplier that the target Audio Player will play at.
ποΈ Audio Player Stop
InputsOutputsexec | No name.exec | No name.audio player | Target
ποΈ Award Consumable
Award a room consumable to a player. Multiple award room consumable requests from the same client are sent in bulk with a ten-second cooldown. The Success port will be TRUE if the consumable was entirely, or in part, awarded to the player. If the consumable could not be awarded, the Success port will be FALSE. Use the Log Output toggle in the configuration settings to see more information about why a failure occurred. Logging output may impact room performance and should be toggled off when not in use.
ποΈ Award Currency
Award some amount to the Player's balance of the given room currency.
ποΈ Award Currency
Award some amount to the Player's balance of one room currency. Configure this chip to set the affected currency.
ποΈ Award Room Key
Unlocks a room key for the target player. Multiple award room key requests from the same client are sent in bulk with a one-second cooldown.
ποΈ Background Objects Constant
Defines values for the room's background objects.
ποΈ Beacon Get Color
Returns the color of the target Beacon object.
ποΈ Beacon Get Enabled
Outputs True if the target Beacon object is enabled.
ποΈ Beacon Get Height
Returns the height of the target Beacon object.
ποΈ Beacon Set Color
Sets the color of the target Beacon object.
ποΈ Beacon Set Enabled
Sets the enabled state of the target Beacon object.
ποΈ Beacon Set Height
Sets the height of the target Beacon object.
ποΈ Bit And
Computes a bitwise AND. The result has a bit set for every bit that is set in both of the inputs.
ποΈ Bit Leading Zeros
Counts the number of zeros at the beginning (most significant side) of the binary representation of an integer.
ποΈ Bit Nand
Computes a bitwise NAND. (NOT AND) The result has a bit set for every bit that is not set in either of the inputs.
ποΈ Bit Not
Computes a bitwise NOT. The result has a bit set for every bit that is not set in the input.
ποΈ Bit Or
Computes a bitwise OR. The result has a bit set for every bit that is set in either of the inputs.
ποΈ Bit Pop Count
Counts the number of set bits in the binary representation of an integer.
ποΈ Bit Rotate Left
Rotates digits in the binary representation of an integer to the left. As the leftmost bits fall off, they are used to fill the rightmost bits.
ποΈ Bit Rotate Right
Rotates digits in the binary representation of an integer to the right. As the rightmost bits fall off, they are used to fill the leftmost bits.
ποΈ Bit Shift Left
Shifts a value left by a number of bits. Leftmost bits are discarded, and rightmost bits are filled with zeros.
ποΈ Bit Shift Right
Shifts a value right by a number of bits. Rightmost bits are discarded, and leftmost bits are filled with zeros. (Logical shift)
ποΈ Bit Trailing Zeros
Counts the number of zeros at the end (least significant side) of the binary representation of an integer.
ποΈ Bit Xor
Computes a bitwise XOR. The result has a bit set for every bit that is set in exactly one of the inputs.
ποΈ bool Variable
Reads or writes a variable in the current scope based on the name.
ποΈ If
Takes a boolean condition as an input. If True, the "Then" exec pin fires. If False, the "Else" exec pin fires.
ποΈ Break Tuple
This chip requires beta content to be enabled in the room. You can access the setting in "This Room -> Settings".
ποΈ Button Get Is Pressed
Outputs a target Button's Pressed property.
ποΈ Button Get Text
Outputs a target Button's Text property.
ποΈ Button Set Text
Sets an input Button's Text property.
ποΈ Ceil
Returns the least integral value greater than or equal to the input value.
ποΈ Ceil to Int
Returns the smallest integer value greater than or equal to the input value.
ποΈ Circuit Board
Use as a way to encapsulate your logic. You can have as many inputs and outputs as you like. Use the Edit tool to open up the Circuit Board and add nodes inside it to encapsulate the logic. Hit done editing on your Maker Pen to leave the Circuit Board context.
ποΈ Clamp
Clamps a value between a minimum value and maximum value. If the minimum is greater than the maximum, the minimum value will always be returned no matter the input.
ποΈ Clear Player Vignette
Clears any active screen vignette on the given player.
ποΈ Clear Player World UI
Clear the UI configuration displayed above a given player.
ποΈ Player Clear Current Subtitle
Clears any subtitle which is currently being displayed for the given player.
ποΈ Collision Data Get Distance
Gets distance in meters of an object/player from center specified in "Overlap Sphere" chip.
ποΈ Collision Data Get Normal
Gets unit vector specifying the direction of an object/player from center specified in "Overlap Sphere" chip.
ποΈ Collision Data Get Object
Gets object of a collision data (or null for players) returned from "Overlap Sphere" chip.
ποΈ Collision Data Get Player
Gets player of a collision data (or null for objects) returned from "Overlap Sphere" chip.
ποΈ Collision Data Get Position
Gets position of an object/player returned by "Overlap Sphere" chip.
ποΈ Collision Detection Volume Get Enabled
This chip requires beta content to be enabled in the room. You can access the setting in "This Room -> Settings".
ποΈ Collision Detection Volume Set Enabled
This chip requires beta content to be enabled in the room. You can access the setting in "This Room -> Settings".
ποΈ Color Constant
InputsOutputscolor | No name.
ποΈ Color Variable
Reads or writes a variable in the current scope based on the name.
ποΈ Color To HSV
Return hue, saturation, and value from the given color.
ποΈ Color To Int
This chip has been deprecated. Please move to a different chip.
ποΈ Color To RGB
Return red, green, and blue from the given color.
ποΈ Combatant Get Ground Position
Outputs the ground position of an input combatant.
ποΈ Combatant Get Health
Outputs the Health property of the input combatant.
ποΈ Combatant Get Is Alive
Outputs True if the input combatant is alive.
ποΈ Combatant Get Velocity
Outputs the input combatant's current velocity and speed.
ποΈ Combatant Variable
This chip requires beta content to be enabled in the room. You can access the setting in "This Room -> Settings".
ποΈ Combatant Receive Damage
Deals damage to the given target combatant with various parameters.
ποΈ Combatant Set Health
Sets the Health property of an input combatant.
ποΈ Combatant Set Max Health
Sets the Max Health property of the input combatant.
ποΈ Combatant Split
Splits the input Combatant into Player and AI types. Use this off of Combatant outputs to directly access the Player or AI.
ποΈ Comment
Put a comment next to your circuits to explain what they're doing.
ποΈ Consumable Constant
This chip does not exist in Rooms V2.
ποΈ Destination Room Constant
Configure this constant to choose a destination, specifying room, subroom, and welcome mat. If destination room is different than current room, only Entry Subrooms may be targeted. Party follow options may vary by destination. Use this chip with Go To Room.
ποΈ Equipment Slot
Display up to six interactive buttons that can access Inventory Items (Inventory Slots) or physical objects (Holster Slots.) Configure this chip to configure the settings for a slot. Output type will change based on Type setting. Use with Player Set Equipment Slot Is Enabled and the various Player Equip chips.
ποΈ Inventory Item Constant
This chip requires beta content to be enabled in the room. You can access the setting in "This Room -> Settings".
ποΈ List<Objective Marker> Variable
Reads or writes a variable in the current scope based on the name.
ποΈ Objective Marker Constant
Objective Marker Constant defines the default appearance of an Objective Marker. Use with Objective Marker Set Enabled, Objective Marker Set Position, and the other Objective Marker chips.
ποΈ Reward
Get a reference to a single Reward. Rewards can be created in the Rewards tab of the Room Settings menu
ποΈ Room Currency Constant
This chip does not exist in Rooms V2.
ποΈ Room Key Constant
This chip does not exist in Rooms V2.
ποΈ Room Offer Constant
This chip requires beta content to be enabled in the room. You can access the setting in "This Room -> Settings".
ποΈ Cos
Computes the cosine of a number.
ποΈ Costume Equip
Equip a Player with a costume.
ποΈ Costume Get Wearer
Get Player wearing a costume.
ποΈ Costume Unequip
Unequip a costume.
ποΈ Rec Room Object Get All with Tag
Searches the room for all objects with the input tag and outputs them as a list.
ποΈ Rec Room Object Get All with Tag (new)
Searches the room for all objects with the input tag and outputs them as a list.
ποΈ Rec Room Object Get Authority
Outputs the authority Player of the input object.
ποΈ Rec Room Object Get Holder Player
Gets the player currently holding this object. Does not account for when objects are equipped but not directly grabbed. Returns Invalid Player if the object is not being held.
ποΈ Rec Room Object Get First with Tag
Gets the first object with the input tag.
ποΈ Rec Room Object Get Is Local Player Authority
Outputs True on the player's machine who has authority of the input.
ποΈ Rec Room Object Get Last Holding Or Equipping Player
Returns the player who last held or equipped an object.
ποΈ Rec Room Object Get Root Object
This chip requires beta content to be enabled in the room. You can access the setting in "This Room -> Settings".
ποΈ Rec Room Object Variable
InputsOutputsexec | No name.exec | No name.rec room object | No name.rec room object | No name.
ποΈ Rec Room Object Set Authority
Sets the authority player of the input Rec Room Object.
ποΈ Data Table Get All Rows Containing
Returns a list of row indices containing the given value within a specified Data Table. Configure the chip to select the data table and column.
ποΈ Data Table Get Column Count
Returns the number of columns in the given data table, set by configuring the chip.
ποΈ Data Table Get First Row Containing
Returns the first row containing the given value within a specified Data Table. Configure the chip to select the Data Table and column.
ποΈ Data Table Get Row Count
Returns the number of rows in the given data table, set by configuring the chip.
ποΈ Data Table
A single data table. Edit the data table through the configuration menu on this chip. Specify the data type of each column and use Data Table Read Cell to extract the contents for use in circuit graphs. Must save room to commit changes.
ποΈ Data Table Read Cell
Returns the value in the specified row from the specified column. Use the configuration menu to set which Data Table and Column to read from, which will also determine the output pin type.
ποΈ Consumable Deactivate
Sets the input consumable to inactive. Displays the consumable as not active in the backback and allow using another one.
ποΈ Delay
Fires outputs based on the inputted time to delay. The Run exec fires as soon as the node is executed. The After Delay exec fires once the input delay duration has completed. After Canceled fires after the delay nodeβs Cancel exec has been fired. Cancel cancels all current delays running from this node, except for delays scheduled for the next tick.
ποΈ Get All Players (Deprecated)
Outputs a list of all the players in the room currently.
ποΈ Destination Room Variable
Stores a destination room. Destination cannot be configured from variable - for that, use a Constant.
ποΈ Dialogue UI Get Billboarding Pivot Offset
Returns the current Billboarding Pivot Offset on the target Dialogue.UI. This is used to allow a dialogue to billboard but also have it be placed next to a character and pivot around them.
ποΈ Dialogue UI Get Dialogue Text
Returns the current text of the target Dialogue UIβs main body for the local player, and whether or not itβs currently interactive.
ποΈ Dialogue UI Get Is Enabled
Returns whether or not the target Dialogue UI is enabled for the local player.
ποΈ Dialogue UI Get Title Is Enabled
Returns whether or not the target Dialogue UIβs title bar is visible for the local player.
ποΈ Dialogue UI Get Title Text
Returns the current title of the target Dialogue UI for the local player.
ποΈ Dialogue UI Set Billboarding Pivot Offset
Sets the Billboarding Pivot Offset on the target Dialogue.UI. This is used to allow a dialogue to billboard but also have it be placed next to a character and pivot around them.
ποΈ Dialogue UI Set Button State
Set the visibility and text of up to four buttons on the target Dialogue UI for the local player. Text will truncate after 512 characters. Buttons are automatically interactive when enabled. Each button will fire a Button Pressed event in the Dialogue UIβs board scope when pressed. Button visibility is dependent on the Dialogue UI being enabled.
ποΈ Dialogue UI Set Dialogue Text
Sets the text of the target Dialogue UIβs main body for the local player. Text will truncate after 256 characters. If βIs interactiveβ is true, an arrow will appear in the lower right when the text has fully animated in, and the whole panel will be clickable for the player. The Next Pressed event will fire in the Dialogue UIβs board scope when this interactive panel is clicked.
ποΈ Dialogue UI Set Is Enabled
Toggles whether or not the target Dialogue UI is enabled for the local player.
ποΈ Dialogue UI Set Title Is Enabled
Toggles visibility of the target Dialogue UIβs title bar for the local player. Visibility is dependent on the Dialogue UI being enabled.
ποΈ Dialogue UI Set Title Text
Sets the title field of the target Dialogue UI for the local player. Text will truncate after 48 characters.
ποΈ Dice Get Player Rolled
Returns the player who rolled the dice.
ποΈ Dice Get Result
Returns the result of the dice.
ποΈ Dice Get Roll finished
Outputs an exec when the dice finished rolling.
ποΈ Set HUD Element Enabled
InputsOutputsexec | No name.exec | No name.hud constant | Targetbool | Enabled
ποΈ Distance (Deprecated)
Outputs the distance between the input objects.
ποΈ Distance
Outputs the distance between the input objects.
ποΈ Divide
Find how many times a value contains another.
ποΈ Door Get Destination
This chip does not exist in Rooms V2.
ποΈ Door Get Locked
This chip does not exist in Rooms V2.
ποΈ Door Set Destination
This chip does not exist in Rooms V2.
ποΈ Door Set Locked
This chip does not exist in Rooms V2.
ποΈ Emitter Get Looping
Returns True if the target Emitter is looping.
ποΈ Emitter Get Playing
Returns True if the target Emitter is playing.
ποΈ Emitter Get Size
Returns the size multiplier of the target Emitter.
ποΈ Emitter Get Speed
Returns the speed multiplier of the target Emitter.
ποΈ Emitter Set Color Id
Sets the color for the particles emitted.
ποΈ Emitter Set Color
Sets the color for the particles emitted.
ποΈ Emitter Set Looping
Makes the emitter emit continuously or not.
ποΈ Emitter Set Size
Sets the size of the particles emitted.
ποΈ Emitter Set Speed
Sets the speed particles are emitted.
ποΈ Emitter Start
Starts emitting particles.
ποΈ Emitter Stop
Stops emitting particles.
ποΈ Equals
Compares the two input values and outputs True if they are the same. False if they are different.
ποΈ Equals
Compares the input values and outputs True if they are the same. False if they are different.
ποΈ Event Definition
InputsOutputs
ποΈ Event Receiver
Events are the entry points for all circuit graphs. Events are execution hooks for things like a player loading into the room, or knowing when a Button is pressed. After creating this chip, make sure to use the configure tool to choose the event you want to listen for. You can use the Event Defintion chip to create your own events to add to this list and use with the Event Sender chip.
ποΈ Event Sender
Use the Event Sender to fire your custom events defined in Event Defintions. After creating this chip, make sure to use the configure tool to change the event that you want to fire. You can also change who you want to send the event to from the config menu.
ποΈ Execution Integer Switch
Executes the associated output of the compare value that matches the 'match' input. Executes the default output if no match can be found.
ποΈ Execution String Switch
Executes the associated output of the compare value that matches the 'match' input. Executes the default output if no match can be found.
ποΈ Explosion Emitter Explode
InputsOutputsexec | No name.exec | No name.explosion emitter | Target
ποΈ Explosion Emitter Get Explosion Color
InputsOutputsexplosion emitter | Targetcolor | Color
ποΈ Explosion Emitter Get Damage
InputsOutputsexplosion emitter | Targetint | Damage
ποΈ Explosion Emitter Get Firing Player
Returns the player set by the Explosion Emitter Set Firing Player chip.
ποΈ Explosion Emitter Get Explosion Radius
InputsOutputsexplosion emitter | Targetfloat | Radius
ποΈ Explosion Emitter Set Explosion Color
InputsOutputsexec | No name.exec | No name.explosion emitter | Targetcolor | Color
ποΈ Explosion Emitter Set Damage
InputsOutputsexec | No name.exec | No name.explosion emitter | Targetint | Damage
ποΈ Explosion Emitter Set Firing Player
Sets the firing player of the target Explosion Emitter. If none is set, the component will use the authority player.
ποΈ Explosion Emitter Set Explosion Radius
InputsOutputsexec | No name.exec | No name.explosion emitter | Targetfloat | Radius
ποΈ float Variable
Reads or writes a variable in the current scope based on the name.
ποΈ Floor
Returns the smallest integral value less than or equal to the input value.
ποΈ Floor to Int
Returns the smallest integer value less than or equal to the input value.
ποΈ Fog Constant
Defines settings for room fog.
ποΈ Room Fog Modify
This chip does not exist in Rooms V2.
ποΈ For Each
Iterates over the input list. The loop exec fires for each element in the list. The Done exec fires once the end of the list has been reached.
ποΈ For
Iterates over the "From" pin (inclusive) to the "To" pin (exclusive).
ποΈ From Rec Room Object
Converts the input Rec Room Object to the object's subtype.
ποΈ Function Definition
Defines a function.
ποΈ Game HUD Element Constant
InputsOutputshud element | No name.
ποΈ Get All Inventory Items In Room
Returns a list with all the inventory items in this room.
ποΈ Get All Players
Outputs a list of all the players in the room currently.
ποΈ Get Angular Velocity
Returns the angular velocity in degrees per second of a Rec Room Object.
ποΈ Get Authority
Gets the authority player of the chip's current context.
ποΈ Get Currency Balance
Returns the given player's balance of the given room currency.
ποΈ Get Currency Balance
Returns the local players balance of one room currency. Configure this chip to selecht which currency to use.
ποΈ Get Broadcasting Attendance
Outputs player counts if you're in an event that's actively broadcasting.
ποΈ Get Closest
Finds the element in Targets that is closest in space to Origin, and returns it, its index in the list, and its distance to Origin.
ποΈ List Get Element
Gets a specified element from the input list. The "Index" is the location of the element in the list. The first element in the list is at index 0, the second element is at index 1.
ποΈ Get Farthest
Finds the element in Targets that is farthest in space to Origin, and returns it, its index in the list, and its distance to Origin.
ποΈ Get Any Player with Role
Gets a player with the role. Returns invalid player if no player has the role.
ποΈ Get First Tag
Gets the first tag of an object or player.
ποΈ Get Formatted Time
Returns the given universal time, formatted based on the C# DateTime format specifiers.
ποΈ Get Forward Vector (Deprecated)
Gets the forward direction of a target, output as a vector.
ποΈ Get Forward Vector
Gets the forward direction of a target, output as a vector.
ποΈ Get Game HUD Element Color
InputsOutputshud constant | Targetcolor | Color
ποΈ Get HUD Element Enabled
Returns true if the local player has a HUD element of the given type currently enabled.
ποΈ Get Game HUD Element Label
InputsOutputshud constant | Targetstring | Label
ποΈ Get Game HUD Element Max Value
InputsOutputshud constant | Targetint | Max Value
ποΈ Get Game HUD Element Value
InputsOutputshud constant | Targetint | Value
ποΈ Inventory Item Get Count
Get the count of how many of the given inventory item the given player owns.
ποΈ Inventory Item Get Definition
Gets the friendly name, description, and image of the given inventory item.
ποΈ Get Inventory Item From Name
Gets the Inventory Item that matches the provided friendly name
ποΈ Inventory Item Get Image
Gets the image of the given inventory item
ποΈ List Get Count
Outputs the number of elements inside the input list.
ποΈ Get Loading Players
Returns the number of players that are currently loading into the room.
ποΈ Get Local Camera Forward
Gets the direction your avatar is looking, output as a Vector3.
ποΈ Get Local Camera Rotation
Gets the rotation of your avatar's view, output as a quaternion.
ποΈ Get Local Camera Position
Gets the position of your avatar's view, output as a Vector3.
ποΈ Get Local Camera Up
Gets the up direction from the local player's camera, output as a Vector3.
ποΈ Get Local Player
Outputs the player running this chip on their machine.
ποΈ Get New Line
Returns a new line string.
ποΈ Get Rotation in Reference Object Space
Outputs the rotation of the target as a quaternion, in the coordinate space defined by the reference object.
ποΈ Get Rotation (Deprecated)
Outputs the rotation of the target as a quaternion.
ποΈ Get Rotation
Outputs the rotation of the target as a quaternion.
ποΈ Get Party Of Player
Returns the party of the input player as List\. If the player is not in a party, it will return a list containing only that player.
ποΈ Get Player Account Name
Outputs the player's Account name (e.g Coach) in a form of a string. To get a display name, use To String.
ποΈ Get Player By Account Name
Gets a Player based on an Account Name. (E.g. my account name is @Coach and if I input the string "Coach", the output would be my Player object.) Outputs an invalid Player if nobody in the room has the given account name.
ποΈ Get Player By Display Name
Gets a Player based on a display name. (E.g. my display name is Coach and if I input a string "Coach", the output would be my Player object.) Outputs an invalid Player if nobody in the room has the given display name.
ποΈ Leaderboard Get Player Stat
Get the leaderboard stat for the given player on the given stat channel.
ποΈ Get Player Season League Name
This chip has been deprecated. Please move to a different chip.
ποΈ Get All Players With Role
Outpus List\ that continues every player with the specified role.
ποΈ Get Player World UI Enabled
Returns the enabled state of the given player's world UI.
ποΈ Get Player World UI Primary Bar Color
Returns the color of the given player's primary bar in their current world UI.
ποΈ Get Player World UI Primary Bar Enabled
Returns the enabled state of the given player's primary bar in their current world UI.
ποΈ Get Player World UI Primary Bar Max Value
Returns the max value of the given player's primary bar in their current world UI.
ποΈ Get Player World UI Primary Bar Value
Returns the value of the given player's primary bar in their current world UI.
ποΈ Get Player World UI Secondary Bar Color
Returns the color of the given player's secondary bar in their current world UI.
ποΈ Get Player World UI Secondary Bar Enabled
Returns the enabled state of the given player's secondary bar in their current world UI.
ποΈ Get Player World UI Secondary Bar Max Value
Returns the max value of the given player's secondary bar in their current world UI.
ποΈ Get Player World UI Secondary Bar Value
Returns the value of the given player's secondary bar in their current world UI.
ποΈ Get Player World UI Text Color
Returns the color of the given player's text in their current world UI.
ποΈ Get Player World UI Text Enabled
Returns the enabled state of the given player's text in their current world UI.
ποΈ Get Player World UI Text Value
Returns the value of the given player's text in their current world UI.
ποΈ Get Position in Reference Object Space
Outputs the position of the input object as a vector3, in the coordinate space defined by the reference object.
ποΈ Get Position (Deprecated)
Outputs the position of the input object as a vector3.
ποΈ Get Position
Outputs the position of the input object as a vector3.
ποΈ Time Get Precise Seconds
Gets the amount of seconds since a player launched Rec Room.
ποΈ Get Room Authority
Returns the player who is the room authority.
ποΈ Time Get Universal Seconds
Gets the number of seconds since 1970. Uses server's clock. This will be synchronized between players. This is also not guaranteed to be continuous. To measure time, use Time Get Precise Seconds instead.
ποΈ Time Get Universal Time
Gets the UTC time. Uses server's clock. This will be synchronized between players.
ποΈ Get Tags
Outputs a list of tags the input object or player has.
ποΈ Player Get Time Zone
Returns the offset of the given player's local time zone from UTC in seconds.
ποΈ Time Get Unsynced Universal Seconds
Gets the number of seconds since 1970. Uses local player's system clock. This is not synchronized between players! This is also not guaranteed to be continuous. To measure time, use Time Get Precise Seconds instead.
ποΈ Time Get Unsynced Universal Time
Gets the UTC time. Uses local player's system clock. This is not synchronized between players!
ποΈ Get Up Vector (Deprecated)
Outputs the up direction of the input target, output as a vector3.
ποΈ Get Up Vector
Outputs the up direction of the input target, output as a vector3.
ποΈ Get Velocity (Deprecated)
Returns the velocity of a Player or a Rec Room Object.
ποΈ Get Velocity
Returns the velocity of a Player or a Rec Room Object.
ποΈ Go To Room
Execution sends the specified player to a preconfigured destination. Use a destination constant or variable to specify the destination of this chip. Follow settings are a property of the destination.
ποΈ Go To State
Transitions to the given state in the current state machine.
ποΈ Grabber Grab Object
On execution, the target Grabber will attempt to grab the specified object. If Steal From Player is true, it will steal the object from a player who has it held or holstered. If Snap to Grabber is true, the object will be moved to the Grabberβs position. If Snap to Grabber is false, the distance between Grabber and object at the moment of execution will be maintained until the object is released.
ποΈ Grabber Release
On execution, the target Grabber will release anything itβs holding. If an object is dropped, a reference to that object will be passed as an output. If nothing is dropped, it will return Invalid Object.
ποΈ Grabber Get Held Object
Returns whether the Grabber is currently holding an object, and a reference to that object if so. If no object is held, returns Invalid Object.
ποΈ Grabber Set Player Can Steal From Grabber
On execution, the target grabber will lock or unlock the object being held. If true, the held object will interactable for a player to steal. If false, the held object will not be interactable for a player to steal.
ποΈ Graph Get Is Active
Returns true if the current circuit graph is active. When inactive, circuit events will not run.
ποΈ Greater Than
Returns True if input A is greater than input B.
ποΈ Greater Than
Returns True if input A is greater than input B.
ποΈ Greater or Equal
Returns True if input A is greater than or equal to input B.
ποΈ Greater or Equal
Returns True if input A is greater than or equal to input B.
ποΈ Ground Vehicle Add Boost Fuel
InputsOutputsexec | No name.exec | No name.ground vehicle | Targetint | Boost amount
ποΈ Ground Vehicle Apply Boost
InputsOutputsexec | No name.exec | Successground vehicle | Targetexec | Failure
ποΈ Ground Vehicle Get Boost Fuel
InputsOutputsground vehicle | Targetint | Boost amount
ποΈ Ground Vehicle Get Driving Enabled
InputsOutputsground vehicle | Targetbool | Driving Enabled
ποΈ Ground Vehicle Get Engine Torque Multiplier
InputsOutputsground vehicle | Targetfloat | Torque Multiplier
ποΈ Ground Vehicle Get Seated Player
InputsOutputsground vehicle | Targetplayer | Playerint | Seat index
ποΈ Ground Vehicle Get Wheel Friction Multiplier
InputsOutputsground vehicle | Targetfloat | Friction Multiplier
ποΈ Ground Vehicle Set Driving Enabled
InputsOutputsexec | No name.exec | No name.ground vehicle | Targetbool | Enabled
ποΈ Ground Vehicle Set Engine Torque Multiplier
InputsOutputsexec | No name.exec | No name.ground vehicle | Targetfloat | Torque multiplier
ποΈ Ground Vehicle Set Seated Player
InputsOutputsexec | No name.exec | Successground vehicle | Targetexec | Failureint | Seat indexplayer | Player
ποΈ Ground Vehicle Set Wheel Friction Multiplier
Wheel Friction affects how good the wheels are at gripping the ground - lower values decrease traction and make the wheels slip more and higher values can increase traction and make the wheels slip less. 1 is the default value for Wheel Friction.
ποΈ Ground Vehicle Unseat Player From Seat
InputsOutputsexec | No name.exec | Successground vehicle | Targetexec | Failureint | Seat index
ποΈ Ground Vehicle Unseat Player
InputsOutputsexec | No name.exec | Successground vehicle | Targetexec | Failureplayer | Player
ποΈ Gun Handle Add Auto Aim Role
This chip has been deprecated. Please move to a different chip.
ποΈ Gun Handle Apply Recoil
InputsOutputsexec | No name.exec | No name.gun handle | Targetfloat | Angle Xfloat | Angle Yfloat | Durationfloat | Return Duration
ποΈ Gun Handle Get Supports Reload
InputsOutputsgun handle | Targetbool | Can Reload
ποΈ Gun Handle Get Continuous Fire
Returns whether the given gun handle will fire continuously.
ποΈ Gun Handle Get Current Ammo
InputsOutputsgun handle | Targetint | Ammo
ποΈ Gun Handle Get Firing Direction
InputsOutputsgun handle | Targetvector3 | Directionrec room object | Source
ποΈ Gun Handle Get Is Reloading
InputsOutputsgun handle | Targetbool | Is Reloading
ποΈ Gun Handle Get Max Ammo
InputsOutputsgun handle | Targetint | Max Ammo
ποΈ Gun Handle Get Rate Of Fire
InputsOutputsgun handle | Targetfloat | Rate Of Fire
ποΈ Gun Handle Get Reload Duration
InputsOutputsgun handle | Targetfloat | Reload Duration
ποΈ Gun Handle Remove Auto Aim Role
This chip has been deprecated. Please move to a different chip.
ποΈ Gun Handle Set ADS Enabled
InputsOutputsexec | No name.exec | No name.gun handle | Targetbool | Enabled
ποΈ Gun Handle Set Auto Aim Roles
This chip has been deprecated. Please move to a different chip.
ποΈ Gun Handle Set Supports Reload
InputsOutputsexec | No name.exec | No name.gun handle | Targetbool | Can Reload
ποΈ Gun Handle Set Continuous Fire
Sets whether the given gun handle will fire continuously.
ποΈ Gun Handle Set Current Ammo
InputsOutputsexec | No name.exec | No name.gun handle | Targetint | Ammo
ποΈ Gun Handle Set Max Ammo
InputsOutputsexec | No name.exec | No name.gun handle | Targetint | Max Ammo
ποΈ Gun Handle Set Rate Of Fire
InputsOutputsexec | No name.exec | No name.gun handle | Targetfloat | Rate Of Fire
ποΈ Gun Handle Set Reload Duration
InputsOutputsexec | No name.exec | No name.gun handle | Targetfloat | Reload Duration
ποΈ Handle Get Control Prompt
Gets the primary action label on the target handle type object
ποΈ Handle Get Player Filter Tags
Gets the tags that a handle is using in its Tag Filter. The Tag Filter must be enabled in the handle's configure menu for this to work.
ποΈ Handle Set Control Prompt
Sets the primary action label on the target handle type object
ποΈ Handle Set Player Filter Tags
Sets the tags that a handle is using in its Tag Filter. The Tag Filter must be enabled in the handle's configure menu for this to work.
ποΈ Has Tag
Outputs True if the input object or player has the input tag.
ποΈ HSV To Color
Return a color from the given hue, saturation, and value inputs. All inputs are in the range [0, 1].
ποΈ If Value
Outputs one input value based on the input condition. Outputs the "Then" input if the input condition is True. Outputs the "Else" input if the input condition is False. Only reads one of the inputs, not both.
ποΈ If Has Tag
Runs Has Tag if the input object or player has the input tag, otherwise runs Does Not Have Tag
ποΈ If Local Player Is Authority
I'm Authority exec fires on the player's machine who has authority in the current context. At the room level, this is room authority, inside an object board, this is object authority. I'm Not Authority exec fires for everyone else.
ποΈ If Local Player Is Room Authority
I'm Authority exec fires on the player's machine who has authority over the room. I'm Not Authority exec fires for everyone else.
ποΈ If Local Player Should Run
The "Should Run" port will exec a) if the input player is local or b) if input player is invalid and the local player has authority of the current context.
ποΈ If Player Has Role
Runs Has Role if the input player has the input role, otherwise runs Does Not Have Role.
ποΈ If Player Is Local
Outputs if a player is the local player or not.
ποΈ If Player Is Valid And Local
If the input player is invalid, this runs Is Not Valid. If the input player is valid but not the local player, this runs Is Valid And Not Local. If the input player is both valid and the local player, this runs Is Valid And Local. Players can be invalid if a variable is never set or if a player has left the room.
ποΈ If Player Is Valid
Runs Is Valid if the input player is not null, otherwise runs Is Not Valid. Players can be not valid if a variable is never set or if a player has left the room.
ποΈ Velocity Add
Adds velocity to the input target. The input velocity will be multiplied by the magnitude of the vector provided in the input direction.
ποΈ Velocity Add
Adds velocity to the input target. The input velocity will be multiplied by the magnitude of the vector provided in the input direction.
ποΈ Velocity Reflect
The input target's velocity parallel to the input direction vector is reflected along the input direction and velocities perpendicular to it, are maintained. The input velocity will be multiplied by the magnitude of the vector provided in the input direction.
ποΈ Velocity Set
Momentarily sets the velocity of the input target in the input direction. The input velocity will be multiplied by the magnitude of the vector provided in the input direction.
ποΈ Velocity Set (Deprecated)
Momentarily sets the velocity of the input target in the input direction. The input velocity will be multiplied by the magnitude of the vector provided in the input direction.
ποΈ Instance Get Lifetime
Returns the number of seconds since the current room instance was created.
ποΈ Instance Get Max Players
Returns the maximum number of players that can fit in this room, as set in subroom settings.
ποΈ Interaction Volume Get Hold Time
Gets the required hold time for the target Interaction Volume.
ποΈ Interaction Volume Get Interaction Prompt
Gets the interaction prompt of an Interaction Volume.
ποΈ Interaction Volume Get Is Locked
Returns False if the Interaction Volume is enabled, and True if it is locked.
ποΈ Interaction Volume Get Normalized Hold Progress
Gets the normalized hold progress for the target Interaction Volume.
ποΈ Interaction Volume Set Hold Time
Sets the required hold time for the target Interaction Volume.
ποΈ Interaction Volume Set Interaction Prompt
Sets the interaction prompt of an Interaction Volume.
ποΈ Interaction Volume Set Locked
Disables or enables an Interaction Volume (but reversed).
ποΈ Interaction Volume Set Normalized Hold Progress
Sets the normalized hold progress for the target Interaction Volume.
ποΈ int Variable
Reads or writes a variable in the current scope based on the name.
ποΈ Int to Float
Converts the input int to a float.
ποΈ Inverse Lerp
Computes an inverse linear interpolation. The output is clamped between 0 and 1.
ποΈ Inverse Lerp Unclamped
Computes an inverse linear interpolation. The output is not clamped.
ποΈ Invisible Collision Get Blocks Players
Outputs True if the target Invisible Collision object is set to collide with players.
ποΈ Invisible Collision Get Enabled
Outputs True if the target Invisible Collision object is enabled.
ποΈ Invisible Collision Set Blocks Players
Sets the player collision state of a target Invisible Collision object.
ποΈ Invisible Collision Set Enabled
Sets the enabled state of a target Invisible Collision object.
ποΈ Instance Get Is Event
Returns true when the current room instance is a player run event.
ποΈ Instance Get Is Multi-Instance Event
Returns true when the current room instance is part of a multi-instance event.
ποΈ Instance Get Is Private
Returns True if the current room instance is private.
ποΈ Is Valid
Returns True if the input variable is not null. Certain variable types must be set before use because they can't have a default value. A Rec Room Object variable that isn't set isn't going to be valid.
ποΈ Laser Pointer Get Color
InputsOutputslaser pointer | Targetcolor | Color
ποΈ Laser Pointer Get Enabled
InputsOutputslaser pointer | Targetbool | Enabled
ποΈ Laser Pointer Get Length
InputsOutputslaser pointer | Targetfloat | Length
ποΈ Laser Pointer Set Color
InputsOutputsexec | No name.exec | No name.laser pointer | Targetcolor | Color
ποΈ Laser Pointer Set Enabled
InputsOutputsexec | No name.exec | No name.laser pointer | Targetbool | Enabled
ποΈ Laser Pointer Set Length
InputsOutputsexec | No name.exec | No name.laser pointer | Targetfloat | Length
ποΈ Lerp
Computes a linear interpolation. The interpolant is clamped between 0 and 1.
ποΈ Lerp Unclamped
Computes a linear interpolation. The interpolant is not clamped. When lerping between Colors, the interpolant is still constrained to values which stay within the set of real colors.
ποΈ Less Than
Returns True if input A is less than input B.
ποΈ Less Than
Returns True if input A is less than input B.
ποΈ Less or Equal
Returns True if input A is less than or equal to input B.
ποΈ Less or Equal
Returns True if input A is less than or equal to input B.
ποΈ Light Get Angle
Returns the angle in degrees of the target Dome Light or Spotlight.
ποΈ Light Get Color
Returns the color of the target light.
ποΈ Light Get Enabled
Returns True if the target light is emitting light.
ποΈ Light Get Intensity
Returns the intensity of the target light.
ποΈ Light Get Range
Returns the range of the target light.
ποΈ Light Get Softness
Returns the softness value of the target light.
ποΈ Light Get Specular Contribution
Returns the specular contribution of the target light.
ποΈ Light Set Angle
Sets the angle of the spotlight's cone.
ποΈ Light Set Angle
Sets the angle of the spotlight's cone.
ποΈ Light Set Color Id
Sets the color for a point light or a spotlight.
ποΈ Light Set Color
Sets the color for a point light or a spotlight.
ποΈ Light Set Intensity
Sets the brightness level for a point light or a spotlight.
ποΈ Light Set Intensity
Sets the brightness level for a point light or a spotlight.
ποΈ Light Set Range
Sets the range of a point light or a spotlight.
ποΈ Light Set Range
Sets the range of a point light or a spotlight.
ποΈ Light Set Softness
InputsOutputsexec | No name.exec | No name.light | Targetfloat | Softness
ποΈ Light Set Specular Contribution
InputsOutputsexec | No name.exec | No name.light | Targetfloat | Specular Contribution
ποΈ Light Turn Off
Turns off the point light or the spotlight.
ποΈ Light Turn On
Turns on the point light or the spotlight.
ποΈ List Add If Not Contains
Adds a new element to the end of the target list containing the input value, but only if the element isn't already in the list.
ποΈ List Add
Adds a new element to the end of the target list containing the input value.
ποΈ List All True
If all of the bool values in the list are True then return true.
ποΈ List Any True
If any bool value in the list is True then return True.
ποΈ List Except
Get a list of all elements that appear in the first list but not in the other lists.
ποΈ List Intersect
Get a list of the elements that appear in every input list.
ποΈ List Union
Combine lists together into one list and remove any duplicate elements.
ποΈ List<bool> Variable
Reads or writes a variable in the current scope based on the name.
ποΈ List Clear
Removes all elements from a list
ποΈ List<Color> Variable
Reads or writes a variable in the current scope based on the name.
ποΈ List Concat
Combine lists together into one list.
ποΈ List Contains
Outputs True if the target list contains the input value.
ποΈ List Copy
Returns a shallow clone of the given list.
ποΈ List<Rec Room Object> Variable
InputsOutputsexec | No name.exec | No name.List\<rec room object\> | No name.List\<rec room object\> | No name.
ποΈ List<Destination Room> Variable
Stores a list of Destinations. Use constants to configure destinations.
ποΈ List Distinct
Outputs a copy of the input list containing only its unique elements.
ποΈ List Divide
Divides each element in the list by the next element.
ποΈ List<float> Variable
Reads or writes a variable in the current scope based on the name.
ποΈ List Get All Indices Of
Returns list of all indices of input item in target list if that list contains one or more instances of the item. Otherwise returns an empty list.
ποΈ List Get First Index Of
Returns first index of the item in target list if that list contains it. Otherwise returns -1.
ποΈ List Insert
Insert a new element into the target list at the input index. The new element contains the input value.
ποΈ List<int> Variable
Reads or writes a variable in the current scope based on the name.
ποΈ List Max
Outputs the highest value in the target list.
ποΈ List Min
Outputs the lowest value in the target list.
ποΈ List Multiply
Multiplies each element in the list by the next element.
ποΈ List<Player> Variable
Reads or writes a variable in the current scope based on the name.
ποΈ List<Quaternion> Variable
Reads or writes a variable in the current scope based on the name.
ποΈ List Remove At
Remove an element in the target list at the input index.
ποΈ List Remove Item (All)
Removes all instances of item from list.
ποΈ List Remove Item (First)
Removes the first instance of the item in the list, and returns the index where it was found (-1 if not present)
ποΈ List Remove Last
Removes the last element in a list.
ποΈ List<Reward> Variable
A list of Rewards
ποΈ List Shuffle
Randomize the order of the values in the given list.
ποΈ List Sort
Sorts the given list in place in either ascending or descending order.
ποΈ List<string> Variable
Reads or writes a variable in the current scope based on the name.
ποΈ List Subtract
Subtracts each element in the list by the next element.
ποΈ List Sum
Adds each element in the list by the next element.
ποΈ List<Vector3> Variable
Reads or writes a variable in the current scope based on the name.
ποΈ Local Player Disable Interaction with Target Player
Removes the ability for the local player to interact with the provided player. This state is NOT synced with other users, and player interactivity will be removed only for players that ran this chip.
ποΈ Local Player Enable Interaction with Target Player
Enables the local player to interact with the provided player. To respond to interactions, configure a "Event Receiver" chip for the "Local Player... Interaction" events within a Player board. Hold duration is the number of seconds the player needs to hold the interact button to complete an interaction. If Hold duration is 0, the interaction will be a button press or tap on mobile platforms. Prompt is the string that will be displayed when a player interacts with the provided player. Players will be interactive only for the players that ran this chip with them as the target player. Individual players may have different sets of players they can interact with. A player's interaction state is reset when the room is reset or reloaded. Enabling interactions with a player will make it so gestures do not work with them generally (e.g.: fistbumping, high-fiving, handshaking).
ποΈ Local Player Gaze Direction
Outputs the direction of Local Player Gaze.
ποΈ Local Player Gaze Origin
Outputs the origin of Local Player Gaze.
ποΈ Local Player Get Objective Log Content
Get the current displayed content on the Objective Log HUD UI
ποΈ Local Player Get Objective Log Enabled
Get if the Objective Log HUD UI is currently enabled
ποΈ Local Player Is VR
This chip requires beta content to be enabled in the room. You can access the setting in "This Room -> Settings".
ποΈ Local Player Set Objective Log Content
Set the content to be displayed on the Objective Log HUD UI
ποΈ Local Player Set Objective Log Enabled
Set whether the Objective Log HUD UI is enabled
ποΈ Local Player Set Player Nametag Visibility
Control whether the player sees the nametag of the target player.It takes priority over role settings.Reset the room to remove the effect of this chip.
ποΈ Locomotion Request Clamber
Request that the local player perform a clamber or a mantle. Custom Locomotion must be enabled in the active Player Definition Board.
ποΈ Locomotion Request Crouch
Request that the local player crouch.
ποΈ Locomotion Request Fly Start
This chip requires beta content to be enabled in the room. You can access the setting in "This Room -> Settings".
ποΈ Locomotion Request Fly Stop
This chip requires beta content to be enabled in the room. You can access the setting in "This Room -> Settings".
ποΈ Locomotion Request Jump Cutoff
Request that the local player's jump is cancelled or shortened.
ποΈ Locomotion Request Jump
Request that the local player jumps.
ποΈ Locomotion Request Prone
Request that the local player becomes prone.
ποΈ Locomotion Request Slide
Used for custom locomotion in order to request starting a slide.
ποΈ Locomotion Request Sprint Start
Used for custom locomotion in order to request starting a sprint.
ποΈ Locomotion Request Sprint Stop
Request that the local player's sprint stops.
ποΈ Locomotion Request Stand
Requests that the local player stand.
ποΈ Locomotion Request Steering
Request that the local player is steered in the given direction, at the given speed.
ποΈ Locomotion Request Wall Climb Start
Requests for the local player to start wall climbing. Will only start a wall climb if executed by the Locomotion Wall Climb Ready event.
ποΈ Locomotion Request Wall Climb Stop
Requests for the player to stop wall climbing, if they are currently wall climbing.
ποΈ Locomotion Request Wall Run
Request that the local player begin to wall run. Not affected by CanWallRun directly. If you want that property to impact this request you should check it yourself.
ποΈ Locomotion Request Wall Run Stop
Request that the local player stop wall running. Not affected by CanWallRun directly. If you want that property to impact this request you should check it yourself.
ποΈ Locomotion Set Steering Input Enabled
This chip requires beta content to be enabled in the room. You can access the setting in "This Room -> Settings".
ποΈ Logarithm
Computes a logarithm.
ποΈ Log Error
Logs the given error message to the logging tab of your palette.
ποΈ Log String
Logs a string to the logging tab of your palette.
ποΈ List Create
Creates a list from input values. Add more inputs by using the configure tool on the node and press "Add Input". All items in a list must be of the same type.
ποΈ Make Tuple
This chip requires beta content to be enabled in the room. You can access the setting in "This Room -> Settings".
ποΈ Max
Returns largest of two or more values.
ποΈ Min
Returns smallest of two or more values.
ποΈ Modulo
Outputs the modulo of the first value when divided by the second.
ποΈ Multiply
Multiplies the two or more input values and outputs the result.
ποΈ Music Constant
Choose from a selection of music tracks, for use with the Audio Player.
ποΈ Nand
Outputs False only when all inputs are True. If any input is False, it outputs True.
ποΈ Noise
Samples a 3D Perlin noise field and returns a value usually bounded in [0,1].
ποΈ Nor
Outputs True when all inputs are False. Otherwise, outputs False.
ποΈ Not Equals
Compares the input values and outputs True if they are different. False if they are the same.
ποΈ Not
Outputs the opposite of the input boolean.
ποΈ Objective Marker Get Color
Objective Marker Get Color returns the current color of target Objective Marker for the local player.
ποΈ Objective Marker Get Current Distance
Objective Marker Get Current Distance returns the current distance of the local player from the target Objective Marker, regardless of whether the distance indicator is enabled.
ποΈ Objective Marker Get Distance Enabled
Objective Marker Get Distance Is Enabled returns whether or not the target Objective Markerβs distance indicator is visible for the local player.
ποΈ Objective Marker Get Enabled
Objective Marker Get Enabled returns whether or not the target Objective Marker is enabled for the local player.
ποΈ Objective Marker Get Label Enabled
Objective Marker Get Label Is Enabled returns whether or not the target Objective Markerβs text label is visible for the local player.
ποΈ Objective Marker Get Label
Objective Marker Get Label returns the current text label of target Objective Marker for the local player as a string.
ποΈ Objective Marker Get Position
Objective Marker Get Position returns target Objective Markerβs current position for the local player as a vector
ποΈ Objective Marker Get Fade Threshold
Objective Marker Get Fade Threshold returns the current fade threshold of the target Objective Marker for the local player.
ποΈ Objective Marker Get Target Object
Objective Marker Get Target Object returns the object targeted by target Objective Marker, if itβs tracking an object. If target Objective Marker is not tracking an object, returns Invalid Object.
ποΈ Objective Marker Get Target Player
Objective Marker Get Target Player returns the player targeted by target Objective Marker, if itβs tracking a player. If target Objective Marker is not tracking a player, returns Invalid Player.
ποΈ Objective Marker Set Color
Objective Marker Set Color sets target Objective Marker to the specified color for the local player.
ποΈ Objective Marker Set Distance Enabled
Objective Marker Set Distance Enabled enables or disables the visibility of the target Objective Markerβs distance indicator for the local player.
ποΈ Objective Marker Set Enabled
Objective Marker Set Enabled enables or disables the target Objective Marker for the local player. Use with Objective Marker constant.
ποΈ Objective Marker Set Label Enabled
Objective Marker Set Label Enabled enables or disables the visibility of the target Objective Markerβs text label for the local player.
ποΈ Objective Marker Set Label
Objective Marker Set Label sets the text label of target Objective Marker to the specified string for the local player.
ποΈ Objective Marker Set Position
Objective Marker Set Position sets the position of target Objective Marker to a position vector for the local player.
ποΈ Objective Marker Set Fade Threshold
Objective Marker Set Fade Threshold sets the fade threshold of the target Objective Marker for the local player. This threshold is the distance (in meters) at which the marker has fully faded from sight as a player approaches it. For finer control over the fade duration, configure the Objective Marker constant.
ποΈ Objective Marker Attach To Player Or Object
Objective Marker Attach To Player Or Object sets the position of target Objective Marker to the position of an object or a player, for the local player. Marker will track target object or player until position is set again. If a tracked player leaves the room, the marker will remain at the last tracked position.
ποΈ Unequip Object
InputsOutputsexec | No name.exec | No name.rec room object | Objectbool | Success
ποΈ Or
Outputs True if any input is True. Otherwise outputs False.
ποΈ Overlap Box
Get information about all the objects/players within a box defined by its center, extents, and orientation. (position, distance, direction, etc.)
ποΈ Overlap Sphere
Get information about all the objects/players within a certain distance of a point in space (position, distance, direction, etc.)
ποΈ Parse Bool
Converts the input string to a bool if able.
ποΈ Parse Color
Attempt to parse the given string as a hexadecimal color in the '#RRGGBB' format.
ποΈ Parse Time
Parses the input date and time and returns the corresponding universal seconds. The chip will automatically try to find the correct format of the input data.
ποΈ Parse Float
Converts the input string to a float if able.
ποΈ Parse Int
Converts the input string to a integer if able.
ποΈ Piston Get Acceleration
Gets the acceleration of a piston.
ποΈ Piston Get Distance
Outputs the current distance of the target Piston.
ποΈ Piston Get Target Distance
Outputs the set distance of the Marker on a target Piston.
ποΈ Piston Get Max Distance
Outputs the max distance of the target Piston.
ποΈ Piston Get Speed
Returns the speed of a piston.
ποΈ Piston Set Acceleration
Sets the acceleration of the target Piston.
ποΈ Piston Set Distance
Moves the target piston to the input distance.
ποΈ Piston Set Target Distance
Sets the Marker distance of a target Piston.
ποΈ Piston Set Max Distance
Sets the max distance of a target Piston.
ποΈ Piston Set Speed
Sets the speed of a target Piston.
ποΈ Play Audio At Position
InputsOutputsexec | Playexec | Playaudio | Audiovector3 | Positionfloat | Volumefloat | Playback Speedbool | Is 2D
ποΈ Player Add Aim Assist Tag
Adds a tag to the list of player tags that the provided player can target with aim assist.
ποΈ Player Add Role
Adds a Role to a Player.
ποΈ Grant Reward
Grants the contents of a Reward to the specified Player.
ποΈ Player Award XP
Award XP to specified player. Will not function correctly unless Room Progression is enabled in Room Settings.
ποΈ Player Body Orientation
Outputs the rotation of a Player's body.
ποΈ Player Body Position
Outputs the postion of a Player's body in world space.
ποΈ Local Player Clear Player Voice Rolloff Override
Clears the local player's override of target player's voice rolloff distance.
ποΈ Player Definition Board
This is very similar to an object board that you would find on any object, except this is for all players! After placing, make sure to configure it and make sure it is active. Edit into this board and add any other chips you'd like and know that each player will have the same logic on them when you hit done editing.
ποΈ Equip Object to Dominant Hand
InputsOutputsexec | No name.exec | No name.player | Playerbool | Successrec room object | Object To Equipbool | Force Equipbool | Steal
ποΈ Player Equip Inventory Item
For the target player, equip the specified Inventory Item to the specified Inventory Equipment Slot. If the Slot is of Inventory type, this chip will take effect whether or not the Slot is enabled, but the Slot must then be enabled separately.
ποΈ Equip Object to Off Hand
InputsOutputsexec | No name.exec | No name.player | Playerbool | Successrec room object | Object To Equipbool | Force Equipbool | Steal
ποΈ Player Get Aim Assist Tags
Gets the list of player tags that the provided player can target with aim assist.
ποΈ Player Get All with Tag
Searches the room for all players with the input tag and outputs them as a list.
ποΈ Player Get Can Fly
This chip requires beta content to be enabled in the room. You can access the setting in "This Room -> Settings".
ποΈ Player Get Can Wall Climb
Gets whether the player can Wall Climb. Enforced via circuits.
ποΈ Player Get Wall Run Enabled
Gets the whether the player can Wall Run. Enforced via circuits.
ποΈ Player Get Costume
Returns the costume that the given player is currently wearing.
ποΈ Player Get Crouch Input Enabled
Returns whether crouch input is enabled for a given player
ποΈ Player Get Crouch Speed
Returns the crouch speed for a given player.
ποΈ Player Get Dominant Hand Is Right
Returns true if the given player has their right hand set as dominant.
ποΈ Player Get Equipment Slot Is Enabled
For the target player, get whether the specified equipment slot is enabled.
ποΈ Player Get Equipped Objects
Gets equipped objects from a player.
ποΈ Player Get First with Tag
Gets the first player with the input tag.
ποΈ Player Get Force Manual Sprint
Returns whether manual sprint is required for a given player
ποΈ Player Get Force Virtual Height Mode
Returns whether Virtual Height Mode is required for a given player
ποΈ Player Get Force VR Walk
Returns whether the given player will be forced to use walk mode if they are playing in VR.
ποΈ Player Get Is Clambering
Whether or not the player is currently clambering or mantling up a ledge
ποΈ Player Get Is Crouching
Returns whether the given player is crouching
ποΈ Player Get Is Custom Footstep Audio Enabled
This chip requires beta content to be enabled in the room. You can access the setting in "This Room -> Settings".
ποΈ Player Get Is Flying
Returns whether the given player is flying.
ποΈ Player Get Is Grounded
Returns whether the given player is grounded, a.k.a. not jumping, flying, wall-running, clambering, or falling. Also returns the time (in seconds) since they were last grounded, or 0 if currently grounded. Surface Object returns the Room Object that the player is standing on if they are grounded, or Invalid Object if the player is not grounded or standing on a non-Rec Room Object. Surface Normal returns the normal of the surface if the player is grounded and (0, 1, 0) if they're not.
ποΈ Player Get Is Jumping Or Falling
InputsOutputsplayer | Playerbool | Is Jumping Or Fallingrec room object | Contact Surface
ποΈ Player Get Is Local
Outputs True if the input player is the local player executing the chip on their machine.
ποΈ Player Get Is Prone
Returns whether the given player is prone.
ποΈ Player Get Is Sliding
Returns whether the given player is sliding.
ποΈ Player Get Is Sprinting
Returns whether the given player is sprinting.
ποΈ Player Get Can Teleport
Returns whether a given player is allowed to teleport.
ποΈ Player Get Is Wall Climbing
Gets whether the player is currently in the Wall Climb state.
ποΈ Player Get Is WallRunning
Returns whether the given player is wall running.
ποΈ Player Get Jump Height
Returns the jump height for a given player
ποΈ Player Get Jump Input Enabled
Returns whether jump input is enabled for a given player
ποΈ Player Get Normalized Steering Speed
(DEPRECATED: Use PlayerGetSteeringSpeed / GetWalkSpeed) Returns the steering speed requested by the player, squared, and normalized by the square of the default walk speed.
ποΈ Player Get Players In Radio Channel
Returns a list of players that are set to the given radio channel.
ποΈ Player Get Prone Speed
Returns the prone speed for a given player.