
Hey everybody, it’s UnderMyCap, and welcome back to another video. Today, I’m going to show you how to use the Maker Pen in Rec Room. I know what you’re thinking: I usually make Minecraft content, but I thought this game is really cool as it has similar creative elements. As you can see here, this is the menu you get when you open up your Maker Pen. You can see the Create buttons, as well as our Undo and Editing buttons at the top, along with Snapping and a whole bunch of settings over here. The first thing you want to do in this tutorial is simply click on the Create button. When you click it, a variety of useful Create tools will pop up. We’ll go through those shortly. You can also see options for Snapping, World Space, and Show Circuits. We won’t be covering circuits today; we can do that another day once I learn them. So, once you click the Create button, all of this pops up. The Create tool is the only tool in the Maker Pen that allows you to create shapes. For example, I’ve just created a square here. We can generate a whole bunch of other shapes by simply clicking the Pallet button, so let’s do that now. You can see we have a variety of shapes, starting with cubes, which are one of the more commonly used shapes. There are also all these other shapes, which are apparently not used by many people, but I still use them. At the very bottom, we have tubes, which are one of the most important shapes in the game—though that’s a topic for another video. For now, let’s select a cube because it’s a cool shape, and we can go ahead and draw it. Now, you may notice that when I draw my square, yours might not look exactly the same. This is because I have Uniform Shapes enabled. Uniform Shapes ensures that the X, Y, and Z coordinates of the shape you spawn in are identical. If we disable it by going to Tools and turning off Uniform Shapes in the Create menu, you’ll see that when I draw the square, it isn’t uniform. This is one of the useful tools in the Maker Pen, allowing you to create shapes with identical dimensions. Next, let’s go over Snapping. Snapping helps ensure that your shapes stay even or neat in your world. With Snapping off, squares can be misaligned when you spawn them in; they just rotate around without any structure. In contrast, Snap aligns your objects so that everything you build in the game remains orderly. So, I’m going to undo those drawings. We have two types of snapping: Surface Snapping and Grid Snapping. Let’s go into Grid Snapping first, as Surface Snapping is a bit different. We’ll grab our finger, or use your mouse if you’re on a computer, to slide across. When we turn on Grid Snapping, the shape actually snaps into a grid area. You won’t see any grids around it, but you’ll notice that the shape aligns instantly. This is very useful for maintaining alignment; instead of the square going everywhere and rotating randomly, it stays perfectly aligned. To adjust these settings, we can go back into the Create tool, scroll to the bottom, and open Snapping Grid Settings. Here, we have options for Position Snap and Rotation Snap. Position Snap determines where in the world the object that you spawn in will snap, including the distance it will snap to. For example, we’re set at 0.5. If I move the square, it snaps every 0.5 meters. If we change it to 1, the square snaps every meter, which is great for large builds. Conversely, if you need more precision, you can adjust it down to 0.005 for very fine snapping. Rotation Snap works similarly. You can set it to rotate objects every 30 degrees or back to the usual 90 degrees, depending on what suits your needs. Now that we’ve covered the basic creation of items in the game, we might want to make them look a little nicer. We don’t want to keep everything orange; we want to add textures. So, let’s go back into the Tools menu or the Pallet menu and click on Swatches at the top. Swatches determine the color and texture of objects in the game. You may see preconfigured swatches if you’re more experienced, but if you’re new, you might just have one. Once you click that one, you’ll see options for color and texture, as well as a size and a button to save as a new swatch. Colors are represented in hexadecimal format. If you’re familiar with hex codes, you can easily input your desired color. Alternatively, you can simply select one from a variety of pre-made colors. If those don’t suit your needs, clicking Custom allows you to choose your desired color using your finger and adjust the brightness. For instance, let’s set it to a darker blue. Now we’ve created a nice cyan color. After that, we move on to textures. The texture options are really cool, providing a range of textures such as cardboard, wood grain, painted wall, and painted brick—I used brick for the wall behind me here. For now, let’s select Metal Floor because it’s reflective and looks cool. Now, regarding size—it doesn’t actually change how big your shape is but rather how zoomed in on the texture you want it to be. Many people I’ve spoken to use this feature to make projects look more realistic. The higher the setting, the more zoomed in the texture will appear, while lower settings allow for more detailed visibility—if we set it to 5,000, you barely see the texture anymore. Finally, we have the Save As New Swatch and Save Swatch options. If you want to save this swatch for later use in another project, click Save As New Swatch, and it will be added to your swatches menu. If you prefer to overwrite the current swatch with your new color and texture, hit Save Swatch. You can also restore or delete swatches if you’ve filled your menu and no longer need them. That was a packed video on the Create tool! I’ll go into more detail on tubes and other topics in future videos. If you found this tutorial helpful, don’t forget to leave a like and subscribe. Part two will be out soon, and it will be right above my head or right in front of me. I’d appreciate your support! Also, subscribe to me in-game; I can show you more building tips if you’re interested. Thank you so much for watching, and I can’t wait to see you in the next video and the next part of this series!
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