Add Tag
Adds a tag to the input object or player.
Adds a tag to the input object or player.
Adds tags to the input object or player.
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.
Award some amount to the Player's balance of one room currency. Configure this chip to set the affected currency.
Award some amount to the Player's balance of the given room currency.
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.
Clears any active screen vignette on the given player.
Clear the UI configuration displayed above a given player.
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.
This chip does not exist in Rooms V2.
Sets the input consumable to inactive. Displays the consumable as not active in the backback and allow using another one.
Displays a target UI configuration above a given player.
InputsOutputsexec | No name.exec | No name.player | Playerbool | Successrec room object | Object To Equipbool | Force Equipbool | Steal
InputsOutputsexec | No name.exec | No name.player | Playerbool | Successrec room object | Object To Equipbool | Force Equipbool | Steal
Equips Share Camera to a player's dominant hand if the player is not already holding the Share Camera.
InputsOutputshud element | No name.
Override all Game HUD Element properties using default values from Game HUD Element Constant input
Returns a list with all the inventory items in this room.
Outputs a list of all the players in the room currently.
Outputs a list of all the players in the room currently.
Outpus List\ that continues every player with the specified role.
Gets a player with the role. Returns invalid player if no player has the role.
Returns the given player's balance of the given room currency.
Returns the local players balance of one room currency. Configure this chip to selecht which currency to use.
Gets the first tag of an object or player.
Gets the forward direction of a target, output as a vector.
Gets the forward direction of a target, output as a vector.
InputsOutputshud constant | Targetcolor | Color
InputsOutputshud constant | Targetstring | Label
InputsOutputshud constant | Targetint | Max Value
InputsOutputshud constant | Targetint | Value
Returns true if the local player has a HUD element of the given type currently enabled.
Gets the Inventory Item that matches the provided friendly name
Returns the number of players that are currently loading into the room.
Gets the direction your avatar is looking, output as a Vector3.
Gets the position of your avatar's view, output as a Vector3.
Gets the rotation of your avatar's view, output as a quaternion.
Gets the up direction from the local player's camera, output as a Vector3.
Outputs the player running this chip on their machine.
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.
Outputs the player's Account name (e.g Coach) in a form of a string. To get a display name, use To String.
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.
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.
Returns the enabled state of the given player's world UI.
Returns the color of the given player's primary bar in their current world UI.
Returns the enabled state of the given player's primary bar in their current world UI.
Returns the max value of the given player's primary bar in their current world UI.
Returns the value of the given player's primary bar in their current world UI.
Returns the color of the given player's secondary bar in their current world UI.
Returns the enabled state of the given player's secondary bar in their current world UI.
Returns the max value of the given player's secondary bar in their current world UI.
Returns the value of the given player's secondary bar in their current world UI.
Returns the color of the given player's text in their current world UI.
Returns the enabled state of the given player's text in their current world UI.
Returns the value of the given player's text in their current world UI.
Outputs the position of the input object as a vector3.
Outputs the position of the input object as a vector3.
Outputs the position of the input object as a vector3, in the coordinate space defined by the reference object.
Outputs the rotation of the target as a quaternion.
Outputs the rotation of the target as a quaternion.
Outputs the rotation of the target as a quaternion, in the coordinate space defined by the reference object.
Outputs a list of tags the input object or player has.
Outputs the up direction of the input target, output as a vector3.
Outputs the up direction of the input target, output as a vector3.
Returns the velocity of a Player or a Rec Room Object.
Returns the velocity of a Player or a Rec Room Object.
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.
Outputs True if the input object or player has the input tag.
InputsOutputsexec | No name.exec | No name.player | Playerbool | Successrec room object | Object To Holsterbool | Force Holsterbool | Steal
Runs Has Tag if the input object or player has the input tag, otherwise runs Does Not Have Tag
Runs Has Role if the input player has the input role, otherwise runs Does Not Have Role.
Add an inventory item to the given player.
This chip requires beta content to be enabled in the room. You can access the setting in "This Room -> Settings".
Get the count of how many of the given inventory item the given player owns.
Gets the friendly name, description, and image of the given inventory item.
Gets the image of the given inventory item
Remove an inventory item from the given player.
Uses the given inventory item.
Get the leaderboard stat for the given player on the given stat channel.
Set the leaderboard stat for the local player on the given stat channel.
Reads or writes a variable in the current scope based on the name.
Clears the local player's override of target player's voice rolloff distance.
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.
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).
Outputs the direction of Local Player Gaze.
Outputs the origin of Local Player Gaze.
Get the current displayed content on the Objective Log HUD UI
Get if the Objective Log HUD UI is currently enabled
This chip requires beta content to be enabled in the room. You can access the setting in "This Room -> Settings".
Override the voice rolloff distance of the target player as heard by the local player.
Set the content to be displayed on the Objective Log HUD UI
Set whether the Objective Log HUD UI is enabled
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.
Request that the local player perform a clamber or a mantle. Custom Locomotion must be enabled in the active Player Definition Board.
Request that the local player crouch.
This chip requires beta content to be enabled in the room. You can access the setting in "This Room -> Settings".
This chip requires beta content to be enabled in the room. You can access the setting in "This Room -> Settings".
Request that the local player jumps.
Request that the local player's jump is cancelled or shortened.
Request that the local player becomes prone.
Used for custom locomotion in order to request starting a slide.
Used for custom locomotion in order to request starting a sprint.
Request that the local player's sprint stops.
Requests that the local player stand.
Request that the local player is steered in the given direction, at the given speed.
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.
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.
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.
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.
Objective Marker Get Color returns the current color of target Objective Marker for the local player.
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.
Objective Marker Get Distance Is Enabled returns whether or not the target Objective Marker’s distance indicator is visible for the local player.
Objective Marker Get Enabled returns whether or not the target Objective Marker is enabled for the local player.
Objective Marker Get Fade Threshold returns the current fade threshold of the target Objective Marker for the local player.
Objective Marker Get Label returns the current text label of target Objective Marker for the local player as a string.
Objective Marker Get Label Is Enabled returns whether or not the target Objective Marker’s text label is visible for the local player.
Objective Marker Get Position returns target Objective Marker’s current position for the local player as a vector
Objective Marker Get Target Object returns the object targeted by target Objective Marker, if it’s tracking an object. If target Objective Marker is not tracking an object, returns Invalid Object.
Objective Marker Get Target Player returns the player targeted by target Objective Marker, if it’s tracking a player. If target Objective Marker is not tracking a player, returns Invalid Player.
Objective Marker Set Color sets target Objective Marker to the specified color for the local player.
Objective Marker Set Distance Enabled enables or disables the visibility of the target Objective Marker’s distance indicator for the local player.
Objective Marker Set Enabled enables or disables the target Objective Marker for the local player. Use with Objective Marker constant.
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.
Objective Marker Set Label sets the text label of target Objective Marker to the specified string for the local player.
Objective Marker Set Label Enabled enables or disables the visibility of the target Objective Marker’s text label for the local player.
Objective Marker Set Position sets the position of target Objective Marker to a position vector for the local player.
Plays haptic feedback through a held Handle object Duration is an integer in milliseconds between 1 and 500 Intensity is a float value from 0 to 1 At this time, haptics are only supported on VR.
Adds a tag to the list of player tags that the provided player can target with aim assist.
Adds a Role to a Player.
Outputs the rotation of a Player's body.
Outputs the postion of a Player's body in world space.
Clears any subtitle which is currently being displayed for the given player.
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.
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.
Gets the list of player tags that the provided player can target with aim assist.
Searches the room for all players with the input tag and outputs them as a list.
Returns whether a given player is allowed to teleport.
Returns the costume that the given player is currently wearing.
Returns whether crouch input is enabled for a given player
Returns the crouch speed for a given player.
For the target player, get whether the specified equipment slot is enabled.
Gets equipped objects from a player.
Gets the first player with the input tag.
Returns whether manual sprint is required for a given player
Returns whether Virtual Height Mode is required for a given player
Returns whether the given player will be forced to use walk mode if they are playing in VR.
Outputs if a Player is authority of the input object.
Whether or not the player is currently clambering or mantling up a ledge
Returns whether the given player is crouching
This chip requires beta content to be enabled in the room. You can access the setting in "This Room -> Settings".
Returns whether the given player is flying.
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.
InputsOutputsplayer | Playerbool | Is Jumping Or Fallingrec room object | Contact Surface
Outputs True if the input player is the local player executing the chip on their machine.
Returns whether the given player is prone.
Outputs True if the input Player is one of the current room's contributors.
Outputs True if the input Player is one of the current room's hosts.
Outputs True if the input Player is one of the current room's moderators.
Outputs True if the input Player is one of the current room's owners.
Returns whether the given player is sliding.
Returns whether the given player is sprinting.
Returns whether the given player is wall running.
Returns the jump height for a given player
Returns whether jump input is enabled for a given player
(DEPRECATED: Use PlayerGetSteeringSpeed / GetWalkSpeed) Returns the steering speed requested by the player, squared, and normalized by the square of the default walk speed.
Returns a list of players that are set to the given radio channel.
Returns the prone speed for a given player.
Get the radio channel number of a player. If a player is not in any, this node returns -1
Returns the unique index of this player in the room, bounded by the room capacity.
InputsOutputsplayer | Playerseat | Seat
Returns the slide speed for a given player.
Returns whether sprint input is enabled for a given player
Returns the sprint speed for a given player
Player Get Steering Direction
Returns the steering speed requested by the player. This value represents how fast a player is wanting to move in world units.
Returns the teleport delay for a given player
Returns the max teleport distance for a given player
Returns the voice rolloff distance for the target player, as reckoned by the local player.
Returns the walk speed for a given player
Gets the whether the player can Wall Run. Enforced via circuits.
This chip requires beta content to be enabled in the room. You can access the setting in "This Room -> Settings".
Outputs True if the input player has the input role.
Outputs the forward vector of a Player's head.
Outputs the height of a Player's head.
Outputs the rotation of a Player's head.
Outputs the position of a Player's head in world space.
Outputs the up vector of a Player's head.
Outputs the velocity of a Player's head.
Outputs if the Player is holding their Maker Pen.
InputsOutputsplayer | Targetbool | In Party
Outputs the direction of a Player's left hand finger.
Outputs the postion of a Player's left hand in world space.
Outputs the rotation of a Player's left hand.
Outputs the direction of a Player's left hand thumb.
Outputs the velocity of a Player's left hand.
Returns true if the given player owns at least one of the given inventory item.
This chip does not exist in Rooms V2.
Sends a prompt to the specified player containing the prompt title and body, along with each of the answer choices on its own line. The player can choose a response and hit "ok," triggering the On Prompt Complete event. Since there is a delay between sending a prompt and receiving the response in which other responses may be received, the Player output can be used to disambiguate multiple responses. This prompt appears in the watch and can either bring the watch up automatically, or trigger a watch notification and show up when the player next opens their watch. To use a watch notification, disable the Immediate setting on the chip with the configure tool.
Sends a prompt to the specified player where they can input text, which is then returned by this chip's output. This prompt appears in the watch and can either bring the watch up automatically, or trigger a watch notification and show up when the player next opens their watch. To use a watch notification, disable the Immediate setting on the chip with the configure tool.
Removes a tag from the list of player tags that the provided player can target with aim assist.
Removes the input role from a target player.
Resets the color of the given player's name tag to the default color.
Outputs the direction of a Player's right hand finger.
Outputs the postion of a Player's right hand in world space.
Outputs the rotation of a Player's right hand.
Outputs the direction of a Player's right hand thumb.
Outputs the velocity of a Player's right hand.
Sets the list of player tags that the provided player can target with aim assist.
Sets whether a given player is allowed to teleport.
Sets whether crouch input is enabled for a given player. Setting this to false will remove crouch button prompts / UI elements on supported platforms.
Sets the crouch speed for a given player
Enables the specified equipment slot on the target player
Sets whether manual sprint is required for a given player.
Sets whether Virtual Height Mode is required for a given player.
Forces the given player to use walk rather than teleport mode if they are playing in VR. This is useful when you need access to their walk inputs which won't fire if they are in teleport mode. You should consider adding a warning to your room so teleport players are aware that you're going to change their movement mode.
Sets the jump height for a given player
Sets whether jump input is enabled for a given player. Setting this to false will remove jump button prompts / UI elements on supported platforms.
InputsOutputsexec | Setexec | No name.player | Playercolor | Color
Sets the prone speed for a given player
Assign a player to a radio channel. The channel needs to be a non-negative integer value. Players within the same channel will be able to communicate in team radio.
Sets the slide speed for a given player
Sets whether sprint input is enabled for a given player. Setting this to false will remove sprint button prompts / UI elements on supported platforms.
Sets the sprint speed for a given player
Sets whether walk input is enabled for a given player. Setting this to false will stop Steering Input events from firing, and will remove walk-related button prompts / UI elements on supported platforms.
Sets the teleport delay for a given player
Sets the max teleport distance for a given player
Sets the voice rolloff distance for a given player as heard by all other players.
Sets the walk speed for a given player
Sets the whether the player can Wall Run. Enforced via circuits.
Displays a subtitle for a specified duration. If there is already a subtitle showing, it will be replaced only if this subtitle has an equal or higher priority. If the string is more than 200 characters, it will be displayed in multiple subtitles, each lasting a fraction of the total duration. Escape characters are ignored.
Outputs True if the input Player subscribes to one of the current room's owners.
For the specified player, unequip anything which is equipped to the specified slot. If the slot is of Inventory type, this chip will take effect whether or not the slot is enabled.
For the target player, unequip the specified Inventory Item from any slot to which it is equipped.
Reads or writes a variable in the current scope based on the name.
Reads or writes a variable in the current scope based on the name.
Define a set of world-space UI elements that can appear above a player.
Sends a watch notification to a player. The player which it sends a notification to depends on who's machine fires the exec pin. Once this watch notification is opened, the player can type responses into the text box and send back responses. You can define the prompt title and the prompt itself via inputs, and can also receive the player’s response via an output pin.
Returns the player who last held or equipped an object.
Remove a player from the radio channel they are in
Removes a tag from the input object or player.
Removes the input list of tags from the input object or player.
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.
Reset the player's active world UI to its default values.
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.
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.
This chip does not exist in Rooms V2.
Returns the player in the room with this unique index, bounded by the room capacity.
This chip does not exist in Rooms V2.
HUD elements including progress bars, wheels, and counters. Configure to customize a single element, then enable & modify with existing HUD chips. Can be configured to pull data from Room Progression if Progression is enabled in room settings.
This chip requires beta content to be enabled in the room. You can access the setting in "This Room -> Settings".
Start a screen shake effect for the given player. This will have no effect on VR players.
InputsOutputsexec | No name.exec | No name.hud constant | Targetcolor | Color
InputsOutputsexec | No name.exec | No name.hud constant | Targetstring | Label
InputsOutputsexec | No name.exec | No name.hud constant | Targetbool | Enabled
InputsOutputsexec | No name.exec | No name.hud constant | Targetint | Value
InputsOutputsexec | No name.exec | No name.hud constant | Targetint | Value
InputsOutputsexec | No name.exec | No name.hud constant | Targetbool | Enabled
InputsOutputsexec | No name.exec | No name.hud constant | Targetbool | Enabled
Apply a vignette of the given color to the given player. The vignette will be displayed at the given intensity for the given duration, and then fade out. The intensity must be between 0 and 1.
Set the color of the primary bar in the given player's active world UI.
Set the enabled state of the primary bar in the given player's active world UI.
Set the max value of the primary bar in the given player's active world UI.
Set the value of the primary bar in the given player's active world UI.
Set the color of the secondary bar in the given player's active world UI.
Set the enabled state of the secondary bar in the given player's active world UI.
Set the max value of the secondary bar in the given player's active world UI.
Set the value of the secondary bar in the given player's active world UI.
Set the color of the text in the given player's active world UI.
Set the enabled state of the text in the given player's active world UI.
Set the value of the text in the given player's active world UI.
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.
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.
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.
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.
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.
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.
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.
Gets whether the target player has their Share Camera spawned
Shows a player a banner notification. Appearance can be customized in the config menu!
Prints the input notification to the given player's screen.
This chip requires beta content to be enabled in the room. You can access the setting in "This Room -> Settings".
Show player a purchase prompt for a Room Key or Room Consumable. If called too many times sequentially, the purchase prompt will appear as a Watch notification, instead of as a popup.
Shows a player a notification about a single reward or a list of up to 4 rewards. Appearance can be customized in the config menu! Triggering this chip multiple times will queue the notifications up in order of execution, and each will play subsequently after the previous duration is reached.
Stop any current screen shake for the given player.
Converts the input value to the string type. Example: the integer input 10 would output "10" as a string. Helpful for debugging purposes.
Converts the input value to the string type. Example: the integer input 10 would output "10" as a string. Helpful for debugging purposes.
InputsOutputsexec | No name.exec | No name.player | Playerbool | Successrec room object | Object
This chip does not exist in Rooms V2.
Adds velocity to the input target. The input velocity will be multiplied by the magnitude of the vector provided in the input direction.
Adds velocity to the input target. The input velocity will be multiplied by the magnitude of the vector provided in the input direction.
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.
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.
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.