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.
Angular Velocity Add (Deprecated)
This chip has been deprecated. Please move to a different chip.
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.
Angular Velocity Set (Deprecated)
This chip has been deprecated. Please move to a different chip.
Collision Data Get Distance
Gets distance in meters of an object/player from center specified in "Overlap Sphere" chip.
Collision Data Get Normal
Gets unit vector specifying the direction of an object/player from center specified in "Overlap Sphere" chip.
Collision Data Get Object
Gets object of a collision data (or null for players) returned from "Overlap Sphere" chip.
Collision Data Get Player
Gets player of a collision data (or null for objects) returned from "Overlap Sphere" chip.
Collision Data Get Position
Gets position of an object/player returned by "Overlap Sphere" chip.
Distance
Outputs the distance between the input objects.
Distance (Deprecated)
Outputs the distance between the input objects.
Get Angular Velocity
Returns the angular velocity in degrees per second of a Rec Room Object.
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.
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.
Get Forward Vector
Gets the forward direction of a target, output as a vector.
Get Forward Vector (Deprecated)
Gets the forward direction of a target, output as a vector.
Get Local Camera Forward
Gets the direction your avatar is looking, output as a Vector3.
Get Local Camera Position
Gets the position of your avatar's view, output as a Vector3.
Get Local Camera Rotation
Gets the rotation of your avatar's view, output as a quaternion.
Get Local Camera Up
Gets the up direction from the local player's camera, output as a Vector3.
Get Position
Outputs the position of the input object as a vector3.
Get Position (Deprecated)
Outputs the position of the input object as a vector3.
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.
Get Rotation
Outputs the rotation of the target as a quaternion.
Get Rotation (Deprecated)
Outputs the rotation of the target as a quaternion.
Get Rotation in Reference Object Space
Outputs the rotation of the target as a quaternion, in the coordinate space defined by the reference object.
Get Up Vector
Outputs the up direction of the input target, output as a vector3.
Get Up Vector (Deprecated)
Outputs the up direction of the input target, output as a vector3.
Get Velocity
Returns the velocity of a Player or a Rec Room Object.
Get Velocity (Deprecated)
Returns the velocity of a Player or a Rec Room Object.
Local Player Gaze Direction
Outputs the direction of Local Player Gaze.
Local Player Gaze Origin
Outputs the origin of Local Player Gaze.
Overlap Box
Get information about all the objects/players within a box defined by its center, extents, and orientation. (position, distance, direction, etc.)
Overlap Sphere
Get information about all the objects/players within a certain distance of a point in space (position, distance, direction, etc.)
Player Body Orientation
Outputs the rotation of a Player's body.
Player Body Position
Outputs the postion of a Player's body in world space.
Player Get Is Clambering
Whether or not the player is currently clambering or mantling up a ledge
Player Get Is Crouching
Returns whether the given player is crouching
Player Get Is Flying
Returns whether the given player is flying.
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.
Player Get Is Jumping Or Falling
InputsOutputsplayer | Playerbool | Is Jumping Or Fallingrec room object | Contact Surface
Player Get Is Prone
Returns whether the given player is prone.
Player Get Is Sliding
Returns whether the given player is sliding.
Player Get Is Sprinting
Returns whether the given player is sprinting.
Player Head Forward Vector
Outputs the forward vector of a Player's head.
Player Head Height
Outputs the height of a Player's head.
Player Head Orientation
Outputs the rotation of a Player's head.
Player Head Position
Outputs the position of a Player's head in world space.
Player Head Up Vector
Outputs the up vector of a Player's head.
Player Head Velocity
Outputs the velocity of a Player's head.
Player Left Hand Finger Direction
Outputs the direction of a Player's left hand finger.
Player Left Hand Position
Outputs the postion of a Player's left hand in world space.
Player Left Hand Rotation
Outputs the rotation of a Player's left hand.
Player Left Hand Thumb Direction
Outputs the direction of a Player's left hand thumb.
Player Left Hand Velocity
Outputs the velocity of a Player's left hand.
Player Right Hand Finger Direction
Outputs the direction of a Player's right hand finger.
Player Right Hand Position
Outputs the postion of a Player's right hand in world space.
Player Right Hand Rotation
Outputs the rotation of a Player's right hand.
Player Right Hand Thumb Direction
Outputs the direction of a Player's right hand thumb.
Player Right Hand Velocity
Outputs the velocity of a Player's right hand.
Raycast
Fires an invisible ray from the "Start Position", in the "Direction" specified. Returns True if any object or player is hit within the target "Max Distance". Otherwise, returns False. You can configure the chip itself to ignore players or objects specifically.
Request Velocity Set Over Duration
Sets the velocity of the input target, similar to Velocity Set, but reapplies every physics tick until either the input duration has elapsed, the authority of the input target has changed, or another impulsing CV2 chip has been executed against the same input target.
Respawn
Sets the position and rotation of the target player or object. Players will rotate about the vertical axis only. Will fail in the following cases: If the target object is currently held, selected/frozen by the maker pen, or is the child of a gizmo. Will also fail on players that are seated.
Respawn (Deprecated)
Sets the position and rotation of the target player or object. Players will rotate about the vertical axis only. Will fail in the following cases: If the target object is currently held, selected/frozen by the maker pen, or is the child of a gizmo. Will also fail on players that are seated.
Set Camera Shake
Start a screen shake effect for the given player. This will have no effect on VR players.
Set Position
Sets the position of the target player or object. Will fail in the following cases: If the target object is currently held, select/frozen by the maker pen, or is the child of a gizmo. Will also fail on players that are seated.
Set Position (Deprecated)
Sets the position of the target player or object. Will fail in the following cases: If the target object is currently held, select/frozen by the maker pen, or is the child of a gizmo. Will also fail on players that are seated.
Set Position in Reference Object Space
Sets the position of the target player or object in the coordinate space defined by the reference object. Will fail in the following cases: If the target object is currently held, select/frozen by the maker pen, or is the child of a gizmo. Will also fail on players that are seated.
Set Rotation
Sets the rotation of the target player or object. Players will rotate about the vertical axis only. Will fail in the following cases: If the target object is currently held, select/frozen by the maker pen, or is the child of a gizmo. Will also fail on players that are seated.
Set Rotation in Reference Object Space
Sets the rotation of the target player or object in the coordinate space defined by the reference object. Fails if the target object is marked as static (as all child objects are by default) or if it or its parent is selected/frozen by the maker pen. Will also fail on players that are seated.
Set Transform
Sets the transform (position and rotation) of the target player or object. Players will rotate about the vertical axis only. Will fail in the following cases: If the target object is currently held, select/frozen by the maker pen, or is the child of a gizmo. Will also fail on players that are seated.
Set Transform in Reference Object Space
Sets the transform (position and rotation) of the target player or object in the coordinate space defined by the reference object. Fails if the target object is marked as static (as all child objects are by default) or if it or its parent is selected/frozen by the maker pen. Will also fail on players that are seated.
Spherecast
Fires an invisible sphere of the specified Radius from the Start Position, in the Direction specified. Returns true if any object or player is hit within the target Max Distance. Otherwise, returns false. You can configure the chip itself to ignore players or objects specifically.
Stop Camera Shake
Stop any current screen shake for the given player.
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.
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.
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.
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.
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.