Breakroom lets you build your Metaverse, your way. Use the Region Editor to add and remove objects, edit Region sky presets, and undo your work so you can start all over again.
The Region Editor gives users with advanced World- or Region-level permissions the ability to edit existing Regions and any items that they contain. Plaster your exhibition hall with eye-catching posters, brand your vendor booths, or add appealing personal touches like potted plants and comfy sofas—with the Region Editor, almost anything is possible.
The videos, images, and tables below are designed to serve as a basic overview of the Region Editor. After you've grown comfortable accessing the Region Editor and utilizing the various tools it contains, you can expand your skillset by reviewing the additional pages in this section. There you'll learn more about editing and moving objects, and explore some of the Region Editor's advanced settings, such as creating custom atmospheric and sky effects and swapping out materials.
You can open the Region Editor by clicking the Edit Region button in the bottom toolbar.
Once the Region Editor is launched, you'll see that it replaces the normal Breakroom UI on your screen. The tools in the Region Editor give you the ability to inspect and edit different parts of your Region. Let's take a look at each part of the Region Editor UI in greater detail.
The Objects window lists all of the virtual objects in your Region. These objects are sorted onto different floors, depending on who added them and when they were added.
The room floor (labeled "Floor_roomfloor" in the image above) contains any conference system components that you have permission to remove or edit, as well as any objects that you have manually placed in the Region.
Meanwhile, the Region floor (here labeled "Breakroom Gallery") contains the individual 3D assets used to build the Region template. The contents of this floor will vary.
Region floor objects were uploaded into Breakroom as a whole, as part of one cohesive Region. You may be able to toggle visibility on some of these objects, or edit their settings if the original Region uploader elected to make that possible. However, you may not be able to make changes to all of the Region floor components.
All Breakroom Region templates contain a HIDDEN FLOOR as part of the Region floor. This floor contains the essential conference system components, and cannot be deleted or edited.
In the Objects window, you'll notice that the room and Region floors have different icon sets associated with them. Here's a quick breakdown of what those icons mean.
You can use the Objects type drop-down menu located at the top of the Objects window to filter your objects list. You can also search for a specific object using the search field.
The Inspector window shows more specific information about the individual objects that make up your Region. You can open the Inspector window by clicking on an object while in the Region Editor, or by clicking on that object's name in the Objects window.
In the image above, a breakout room has been selected as the active object. You can see that the object is surrounded by a green collider box, and a movement gizmo is hovering inside. In the Inspector window, you can see that this object contains a number of components. Expanding a component reveals details about this particular breakout room, such as its location and scale.
The Inspector window is an advanced tool that generally tells you what components exist within or on a selected object. If the object is a seat, it will contain a Seat Position component. If the object is a solid wall, it will have a Collider component so that avatars can't pass through it. If the object contains a Lua script, it will have a Script Runtime component attached to it. These individual components can be examined, managed, and potentially modified via the Inspector window.
All objects contain a Transform component which allows you to alter their rotation, position, and scale. This is useful to know, as it gives you a great amount of control over where objects appear in your Region.
At the top of the window, you will notice an On/Off toggle labeled with the object's name, as well as an "Is Active" checkbox option. These controls are the same. If the toggle is on/box is checked, the object is active and will be rendered and scripted in your Region as normal. If the toggle is off/box is unchecked, the object (and all of its children) will not be rendered or scripted for users.
The Inventory window lists all of the virtual objects you currently own. There are two ways to place an object in your Region while using the Region Editor.
Left click on the item in your Inventory window, and then hover your cursor over the ground in your Region. You will see the item appear in real time. The item will follow your cursor, allowing you to position it. Click the left mouse button when you want to set the item down.
Left click and hold on the item in your Inventory window, and drag it into the Region. Release the left mouse button, and your item will be placed in the indicated position.
You can switch between Icon view and List view in the Inventory window by clicking the pink View button (highlighted in the image above). You can also use the Search field to find any items you need.
The Breakroom Toolkit includes video players, web browsers, posters, and other media and branding assets to place wherever you like. You can also find unique items to dress up your Regions in the Breakroom Shop—such as stylish pieces of furniture, works of art, or quirky conversation starters.
Advanced settings can be accessed by clicking the Advanced button located in the function button tray. By editing these settings, you can:
Change who owns the room floor
Change or reset Region materials *
Change or reset Region lighting *
Enable or disable Region options *
Reset the Region as a whole
Please see our Advanced window page for more information.
Some Advanced window settings, including swappable materials, are only available on certain Breakroom Region templates.
The buttons in this tray are designed to help you move and manipulate the virtual objects that make up your Region. From left to right, here's a brief overview of what each button does. You can find more comprehensive information about these tools on our dedicated object editing page.
If you have no object selected, the buttons pictured above will not appear. Once you select an object, these buttons will give you the option to delete the object, duplicate it, or deselect all of your currently selected objects.
You can also delete a selected object by pressing the Delete key on your keyboard. You can duplicate a selected object by pressing Ctrl + D.
Finally, the Region Editor function buttons let you manage the windows described above and push your changes forward. From left to right, here's a brief overview of what each button does.
Whether you enter precise location data or freestyle it—Breakroom helps you put everything into its proper place. Learn how to manipulate and position virtual objects using the Region Editor.
Breakroom's Region Editor is a powerful tool that helps you bring your Metaverse visions alive. On this page, you'll learn how to move, rotate, resize, and position virtual objects in order to customize your Breakroom World.
In order to make changes to a virtual object in Breakroom, you'll first need to open the Region Editor and select that object. To do so, follow these steps.
Navigate to the Region that contains the object you want to edit.
Open the Region Editor by clicking the Edit Region button in the bottom toolbar.
Click on the object you want to edit, or click on that item's name in the Objects window.
This will highlight the object on your screen. You can switch your selected object within the Region Editor at any time. For additional information, please review our introduction to using the Region Editor and our Region Editor best practices.
The movement gizmo is a tool that allows you to manually reposition items in your Region. In the image above, you can see the movement gizmo represented by a set of colorful arrows attached to the picnic table object.
To activate the movement gizmo while in the Region Editor, click the Move button located in the object editing tray, or press the W key on your keyboard.
Once the movement gizmo is activated, you can move your chosen object using the steps below.
To move the object along the X, Y, or Z axis, hover your cursor over the appropriate arrow. That arrow will turn yellow.
Click on the arrow and hold down the left mouse button.
With the arrow selected and the left mouse button held down, move your cursor to slide the object back and forth along your chosen axis.
To set the object in place, release the left mouse button.
To move the object along multiple axes simultaneously, click and hold on one of the squares located at the gizmo's root. You can then drag the object to your desired location.
You can also "free move" an object along a plane set at 90° to the current camera angle (as if you were "washing" the camera lens in front of you).
Hold down the Shift key on your keyboard. A single highlighted box will appear at the root of the movement gizmo.
Click on the box and hold down the left mouse button. Continue to hold down the Shift key.
Use your cursor to freely position the object.
To set the object in place, release both the left mouse button and the Shift key.
You can move objects quickly and easily using the "Move Object to Camera" button. This button will move any currently selected object to your camera's location. It's especially useful for changing camera angles in voice zones.
The rotation gizmo allows you to rotate an object around one or more axes. In the image above, you can see the rotation gizmo represented by a set of colorful rails attached to the picnic table object.
To activate the rotation gizmo while in the Region Editor, click the Rotate button located in the object editing tray, or press the E key on your keyboard.
Once the rotation gizmo is activated, you can rotate your chosen object using the steps below.
To rotate the object along the X, Y, or Z axis, hover your cursor over the appropriate colored rail. That rail will turn yellow.
Click on the rail and hold down the left mouse button.
With the rail selected and the left mouse button held down, move your cursor to rotate the object.
To freeze the object in your desired position, release the left mouse button.
You can rotate the object on a plane facing your camera by manipulating the outer white rail instead of the colored rails, following the directions above.
Finally, you can "free rotate" an object along all three axes at once by clicking and holding on any part of the object itself, instead of the rails.
The scaling gizmo allows you to resize an object along one or more axes. In the image above, you can see the scaling gizmo represented by a set of colorful markers attached to the picnic table object.
To activate the scaling gizmo while in the Region Editor, click the Scale button located in the object editing tray, or press the R key on your keyboard.
Once the scaling gizmo is activated, you can resize your chosen object using the steps below.
To scale the object along the X, Y, or Z axis, hover your cursor over the appropriate axis marker. That marker will turn yellow.
Click on the marker and hold down the left mouse button.
With the marker selected and the left mouse button held down, move your cursor to scale the object.
To finish scaling the object, release the left mouse button.
To scale the object along multiple axes simultaneously, click and hold on one of the triangles located at the gizmo's root. You can then drag the object to your desired proportions.
You can also scale an object along all three axes at once. This will preserve the object's original aspect ratio/proportions, essentially allowing you to "embiggen" or "shrink" the object.
Hold down the Shift key on your keyboard. A single highlighted box will appear at the root of the scaling gizmo.
Click on the box and hold down the left mouse button. Continue to hold down the Shift key.
Use your cursor to freely resize the object.
To finish scaling the object, release both the left mouse button and the Shift key.
In some situations, it may be more efficient to move, rotate, or scale an object by editing its Transform component. By manually editing the values stored in an object's Transform component, you can move an object five meters along the X axis and rotate the same object by a precise number of degrees, all with just a few clicks.
To identify the values stored in an object's Transform component, follow these steps.
Open the Region Editor by clicking the Edit Region button in the bottom toolbar.
Make sure the Objects window is open by clicking the Objects button located on the bottom right.
Locate the object you want to edit in the Objects window, and click on it. This will open the Inspector window for that object.
Expand the Transform component in the Inspector window by clicking the > arrow located to the left.
You will see three properties (Local Position, Local Euler Angle, and Local Scale). Each property contains three fields corresponding to the object's X, Y, and Z axes.
To change the position of an object, enter the updated location values (along the X, Y, or Z axis, or any combination of these). Then click the Save button located in the bottom right corner of the Region Editor.
To change the rotation of an object, enter the updated rotation values (along the X, Y, or Z axis, or any combination of these). Then click the Save button located in the bottom right corner of the Region Editor.
To change the scale of an object, enter the updated scale values (along the X, Y, or Z axis, or any combination of these). Then click the Save button located in the bottom right corner of the Region Editor.
This section is currently under construction. If you have any questions that aren't answered here, please contact our Customer Success Team.
You can activate grid mode for every object in your Region by clicking the Grid Mode button in the object editing tray, or by holding down the Ctrl key while actively manipulating an object. When you're in grid mode, you'll notice that object movement, rotation, and scaling will "snap" along an invisible grid instead of flowing smoothly. This is especially useful when moving items around a scene, allowing you to perform tasks like lining up chairs in neat rows with a minimum of effort.
In grid mode, movement "snap points" are set one meter apart from each other. Rotation "snap points" are set at 15° intervals.
In the object editing tray, you can choose to orient your objects using either local mode or global mode. In local mode, objects will be moved, rotated, and scaled relative to their own axes.
In global mode, object manipulation is accomplished relative to the layout of the Region.
Both local and global mode have their uses. Combine global mode with grid mode to lay out a precise flower garden, or use local mode to randomly sprinkle rose petals along a pathway.
In the object editing tray, you can also toggle between two pivot points for your objects—center pivot and mesh pivot. All objects have a mesh pivot point, which is usually located at the object base (where an object might rest on the floor or on a table) or at a natural pivot point, such as the hinges of a door. Alternatively, an object's center point is normally located close to its center of mass, or the center of the bounding box that surrounds it.
The difference between these two points can sometimes be subtle, but it's still a useful distinction to keep in mind. The pivot point is where your movement, rotation, and scaling gizmos will appear in the Region Editor, and rotating an object from its center pivot point may lead to different results than rotating that same object from its mesh pivot point.
Breakroom lets you extend your editing reach to the stars. Learn how to use the Region Editor to control cloud formation, ambient lighting, and even the weather.
With Breakroom's Region Editor, you aren't limited to customizing physical spaces. The very elements are also yours to control, allowing you to create sunny, happy office parks or atmospheric nighttime events.
To open the Sky editing window, follow these steps.
Navigate to the Region that contains the object you want to edit.
Open the Region Editor by clicking the Edit Region button in the bottom toolbar.
Click the Sky button in the function tray.
As you can see in the image above, there are many different options to explore. The best way to get started is to play with the sliders and judge the virtual sky effects in real time. As far as control settings, there are a few key items to review.
This section is currently under construction. If you have any questions that aren't answered here, please contact our Customer Success Team.
Up the "wow!" factor by customizing Region features using the Region Editor Advanced window. Learn how to swap materials, toggle additional template toys, play with lighting, and reset your changes.
Users with the appropriate World- or Region-level permissions can access advanced Region Editor functions by clicking the Advanced button located in the function tray. There you can control floor access, swap materials on some Region template surfaces, toggle optional Region template design features, or reset a Region back to its default configuration.
The Area tab allows you to change who owns the Region room floor. The room floor owner can move, delete, edit, and otherwise manage all items "filed" under that floor in the Objects window, even those set down by other people.
At this stage in Breakroom's development, this option has limited use. If you do want to change the room floor owner, follow these steps.
Navigate to the Region that contains the room floor you want to reassign.
Open the Region Editor by clicking the Edit Region button in the bottom toolbar.
Open the Advanced window by clicking the Advanced button.
Click on the Area tab.
Locate the room floor, and click the Edit button.
In the panel that appears, use the Owner drop-down menu to select one of your contacts as the new owner. If you want to revert ownership back to yourself, select "Region Owner" in the drop-down menu.
Click the Save button.
If a Region template includes material-enabled surfaces, you can change those materials at any time through the Materials tab. This is a quick, easy way to achieve fresh visual effects using existing Region templates.
In order to swap out materials in a Region template, you will first need to purchase alternative material files. These are available through the Breakroom Shop. To open the Shop and navigate directly to the materials category, follow these steps.
Click on the Shop button located in the bottom toolbar.
Click the Furniture tab located along the top of the Shop window.
Click the Materials subcategory in the left-hand menu.
Once there, you can browse through the available files at your convenience. Please be advised that some materials come bundled in packs, while others are sold as single files. For help completing your purchase, please review our detailed Shop instructions.
To illustrate the effects of a material swap and create a walkthrough tutorial, we will change the 90-seat auditorium stage surface in the Desert Island Region template. As you can see in the image above, the stage surface defaults to non-slip green flooring.
To access the material swap feature, follow the steps below.
Navigate to the Region you want to edit.
Open the Region Editor by clicking the Edit Region button in the bottom toolbar.
Open the Advanced window by clicking the Advanced button.
Click on the Materials tab.
If there are any material-enabled surfaces in the Region, you will see them listed under this tab. To change a particular material, click the Swap Material button located to the right of the surface name.
If you have materials in your Inventory, these will be displayed on the right side. Click on the material you want to use.
Once you're satisfied with your changes, click the Save and Close buttons in the lower right corner of the Region Editor.
Here you can see that we have replaced the non-slip green floor with wooden decking material from the Wood Flooring Volume 1 materials pack by Trilo Byte Design. The effect is immediate, as the stage looks more organic and thus reflects the tropical environment.
Like the Materials tab, the Lights tab allows you to make changes to real-time lighting fixtures. Currently, there are no Breakroom Region templates equipped with modifiable lighting.
Some Region templates come equipped with additional customization settings that can be toggled through the Options tab. This may include things like tree density, specific material effects, animated scenery, and more. To toggle any these settings, follow the steps below.
Navigate to the Region you want to edit.
Open the Region Editor by clicking the Edit Region button in the bottom toolbar.
Open the Advanced window by clicking the Advanced button.
Click on the Options tab.
Locate the setting you want to toggle, and click the relevant Enable/Disable button.
Once you're satisfied with your changes, click the Save and Close buttons in the lower right corner of the Region Editor.
The Reset Region tab can be used to revert all or part of a Region back to default settings. Clicking any of these buttons can result in dramatic and wide-ranging effects, so it's important to understand how they work.
Clicking the Reset Components button will reset every component attached to every object in the Region, restoring their default settings. This includes:
The Transform component, which affects object location and rotation
The RoomFurniture component, which can affect custom voice zones
The ScriptingData component, which can affect custom screen setups, etc.
Only click this button if you want to reset the components attached to every object without deleting those objects from your Region.
Clicking the Reset Materials button will restore the default materials on any material-enabled surfaces that you have edited.
Clicking the Reset Region button will delete all custom changes that have been made to a Region. This includes deleting any virtual items that have been added to your Region. Please think carefully before you restore a Region to its default settings.
It bears repeating—please consider the consequences before you click any of the Reset Region buttons. Using these buttons can destroy any or all custom work you have done in a Region. Your deleted work will not be recoverable.
Room floor icon | Function |
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Region floor icon | Function |
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Button | Function |
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Button | Function |
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Button | Function |
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Sky editing feature | Result |
---|---|
Eye
Toggling this icon changes the object's visibility without deleting it. If disabled, the object will not render (be visible to users), and any scripts it contains will not run.
Lock
Toggling this icon locks or unlocks an item. Locked items cannot be moved from their current position, and no further changes can be made to their components.
Trash
Clicking this icon deletes the item from the Region.
Eye
Toggling this icon changes the object's visibility without deleting it. If disabled, the object will not render (be visible to users), and any scripts it contains will not run.
Lock
Toggling this icon locks or unlocks an item. Locked items cannot be moved from their current position, and no further changes can be made to their components.
Reload
Clicking this icon reloads an item so that any changes will be pushed forward.
Move
Activates the movement gizmo, allowing you to move an object. (You can also toggle this by pressing the W key on your keyboard.)
Rotate
Activates the rotate gizmo, allowing you to rotate an object. (You can also toggle this by pressing the E key on your keyboard.)
Scale
Activates the scale gizmo, allowing you to resize an object. (You can also toggle this by pressing the R key on your keyboard.)
Node Mode
If node mode is activated and "snap nodes" have been installed in both a Region and an object, then objects will naturally snap into place when you move them.
Grid Mode
With grid mode activated, you can orient objects on a local grid.
Move Object to Camera
Moves the currently selected object to your camera position.
Local Mode / Global Mode Toggle
With local mode activated, objects can be moved relative to their own position and rotation. With global mode activated, objects can be moved relative to the Region itself.
Center / Mesh Pivot Toggle
With center mode activated, gizmos will appear within the object's bounding box (or at their "center of mass"). With mesh pivot mode activated, gizmos will appear at the object's pivot point.
Undo
Undo your last action.
Redo
Redo your last undone action.
Avatar Move
If enabled, this feature locks your avatar into place while you edit the Region. Disabling it gives you the freedom to move your avatar around the Region as you edit.
Inventory
Calls up the Inventory window.
Advanced
Calls up the Advanced window.
Objects
Calls up the Objects window.
Terrain
Launches the Terrain editing window.
Sky
Launches the Sky editing window.
Floor menu
Allows you to select which floor items will be placed on. Set the drop-down menu to your desired floor, and any objects you set out will be "filed" under that floor in the Objects window.
Save
Saves your Region editing progress.
Close
Closes the Region Editor. You will be asked whether you want to save your changes.
Reset Zones
Resets all voice zones (and related navigation UIs) in order to push forward any changes made in the Region Editor.
Visibility
Toggles voice zone/object collider visibility. Useful for when you want to edit the objects inside a voice zone without running into camera issues.
Master Control - Reset to Default button
Clicking this button will revert any custom changes you've made, and restore the Region's default sky settings.
Master Control - Override Sky Settings
In order to make changes to a Region's sky settings, this box must be checked. If you uncheck it and save your work, the Region's default sky settings will be restored.
Clock Settings - Use Fixed Time
If this box is checked, you can "freeze" your atmospheric settings at a certain time of day (e.g. sunset) using the slider. If this option remains unchecked, your Region will experience an animated day-to-night cycle.
Clock Settings - Synchronize to UTC
If this option is checked, your Region's day-to-night cycle follow the UTC time zone.
Weather Settings - Enable Random Weather
If this box is checked, random weather events will change the sky's color, haziness, and general presentation.