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3D CAD files can open up a world of possibilities in Unity, but may need some adjustment for best performance. Learn how to reduce the polygon count of CAD files here.
If you want to use a 3D CAD file to create a virtual item for Breakroom (for instance, if you have a CAD file of your corporate headquarters that you want to upload as a landing region), you may need to reduce the polygon count to achieve optimal performance in a runtime environment. You can consult our Review Policies for more information about recommended poly counts.
You can use the Decimate modifier in Blender to lower the polygon count of your model. Start by importing your model into Blender. Select the model in the Hierarchy.
With the model selected, click the wrench icon in the bottom right panel. Click on the Add Modifier drop-down menu, and select Decimate.
In the Decimate panel, you can see that the face count for this object is currently 1,007,616. Adjust the Ratio slider to reduce the face count, and then click the Apply button.
In the picture above, you can see that the ratio has been reduced to 0.8, which is 80% of the original. This gives us an adjusted face count of 806,092.
More information on using the Decimate modifier can be found in Blender's documentation.
In addition to Blender, there are a number of software solutions for reducing polygon count on large files. We recommend the following:
Through the combined power of Unity and the Breakroom SDK, you can create custom regions, clothing items, 3D models, and branded promotional materials for your Breakroom world.
If you would like to create and upload custom items to the Breakroom platform, you will need to download a compatible version of the Unity real-time development platform and install the Breakroom SDK. Instructions for downloading and installing these components can be found below.
Only World Owners, World Administrators, and World Developers can upload custom items to Breakroom.
The virtual asset files that were used to create Breakroom's region templates (e.g. the plants, buildings, furniture, etc.) are not available for individual distribution. 3D assets for use in Unity can be purchased through the Unity Asset Store, or any other 3D content warehouse.
For the best possible development experience, we recommend that creators use Unity version 2018.4.x up to and including 2018.4.36. This software can be obtained by visiting the Unity download archive. Later versions of Unity may work, but we cannot guarantee their compatibility. Please see our detailed tech specifications for more information.
Once you've downloaded a compatible version of Unity, launch the download assistant. Click the Next button, and follow the install instructions. A standard install of Unity is all that is required to begin creating in Breakroom.
To begin using Unity, you will need to register a Unity ID. You can create one during the sign-in process, or visit the Unity website in order to sign up.
Unity is free to use for individuals earning under $100K USD in revenue or funding per year. Please review all terms and conditions published on the Unity website.
The Breakroom SDK comes packaged as a standard .unitypackage file. You can find the file download link under the Your Apps tab on the Dashboard.
To download the SDK, click the Breakroom SDK button and save the file to your local hard drive. You can also copy the download link to share with collaborators who may not have access to the Dashboard.
Once you have installed Unity and signed in, you can create a new project by clicking the Create button. Give your project a name. Make sure the 3D template is selected, and then click the Create button again to start Unity.
Once Unity has fully launched, navigate to Assets > Import Package > Custom Package. This will launch a standard file import window.
Locate the Breakroom SDK file on your computer's hard drive and select it. Then click the Open button.
Next, a window will appear listing the assets that will be installed with the SDK. Click the Import button to continue the install.
During the installation process, you may see a Restart button appear. This is normal. Click the Restart button to continue the install.
Once the SDK install has completed, click on the Sinespace menu located at the top of the screen and select Install Editor Pack Settings.
Click on the Sinespace menu again and select Sign In. You will be prompted to sign in to the SDK. As a new creator, you will be required to sign up for a creator account. You can do this by clicking the Create Account button located in the Inspector panel on the right. If you have already signed up for a creator account, you can log in using your pre-existing username and password.
Mac users are required to use the native Mac uploader. To access this, click the Sinespace menu at the top of the screen and navigate to Tools > Install > Native Mac Uploader.
For best results, we recommend testing custom items and regions before "pushing them to live." Learn how to access your creations on Breakroom's preview server for preliminary testing and QA.
When developing regions, clothing, or other content for your Breakroom world (hereafter referred to as a grid), you may want to run a final quality check before offering these items to your guests. This is where the preview server comes into play. The preview server gives grid Owners (and other users with appropriate permissions) a safe place to test their team's creations before publishing them on the live grid.
Content uploaded for use in Breakroom starts off on the preview server, and remains there until a grid Owner, Administrator, or Developer pushes it to the live server using Curator's content management tools. The preview server is not linked to the live server where your guests log in, so changes can be made and content can be re-uploaded as many times as required.
World Owners, Administrators, and Developers can review and approve content uploaded to the preview server. If you grant a user Administrator or Developer permissions, they will need to log in to Curator and accept the Terms and Conditions before they can access the preview server. Please see this page for more information about assigning and managing user permissions.
When you log in to the preview server, you will find any items that you have personally uploaded in your inventory. If you would like to test an item another user has uploaded, you will need to use the Add to Inventory function available through Curator to get a copy.
You must log in to the preview server using your world's custom desktop application. World Stream access is not available at this time.
To begin, launch the application and wait for it to display the login screen. In the bottom right corner of the screen, locate the Settings button.
Click the Settings button to open the Settings panel. Click the UI tab on the left-hand side, and then check the "Enable Login to Preview" option.
Close the Settings panel, and you will see that a "Login to Preview Server" option has appeared in the login panel. To access the preview server, check this box and log in as normal.
The preview server is designed to be used as a testing area, so that you can examine and troubleshoot items and 3D models prior to making them available on the live server.
Furniture items placed in preview regions using the Region Editor will not be sent to the live grid when you push the region to live.
After uploading clothing or furniture for testing, log in to the preview server with your normal user credentials. You will find your uploaded items in your inventory.
Regions uploaded for testing can be found by clicking the Regions button.
By combining Unity with Breakroom, you can unlock almost limitless creative potential. Learn how to upload a custom region to Breakroom with just a few simple steps.
After you've created a region or 3D model, only a few additional steps are required to upload it to Breakroom. Please note that the instructions below presume a basic working knowledge of Unity. If you are new to the program, in addition to Unity's own resources, it may be helpful to review our documentation on creating and uploading custom chairs, uploading your own region items, and uploading your own outfits.
Only World Owners, World Administrators, and World Developers can upload custom items to Breakroom.
In order to follow the steps outlined below, you must already have Unity and the Breakroom SDK installed on your computer.
Only user accounts assigned the Developer role can upload regions and 3D models to Breakroom. Please see this page for more information about assigning and managing user permissions.
In Unity, click on the File menu, and then click New Sinespace Scene. This will add the necessary components to a new scene to begin your region upload.
When you create a new standard Unity scene, it will include a Main Camera and a Directional Light. A new Sinespace scene creates a specific setup for use in Breakroom, and includes some additional elements:
Landmark: This controls where your users will land when they teleport to the region.
Sun: This is a renamed Directional Light.
Cube: This is a simple floor. This would normally be replaced by your region's models and designs.
Scene Export Settings: This contains specific information that you will need to edit. This is covered in more detail below.
Post Processing Settings: You will normally not need to make changes to these settings.
Throughout this document, the default cube pictured is representative of a scene. Remember that normally, this cube will be replaced by your own custom models.
In order to upload your region, you will need to make some changes to the Virtual Good component. To begin, click on the Scene Export Settings component in the Hierarchy. In the Inspector panel, you will see the Virtual Good component. (See above image.)
From here, you will need to navigate through the Virtual Good component tabs and edit certain information to complete setup of your region. Here are the key steps you will need to take.
Under the Basic tab, you must:
Specify the item type and category (e.g. Region) using the Type drop-down menu and Category search field.
Enter a name for the region in the Name field.
Enter a description in the Description field.
And finally, enter a brand name in the Brand field. If you don't have an in-world brand, this would normally be your company name.
Click on the Detail tab. The settings located under this tab are optional, and usually left in their default state. The sole exception is the Inworld Customization setting, as indicated above. Using the drop-down menu, set this to Full.
Under the Pricing tab, check the box beside the "Not for Sale" option.
You can skip the Icons tab, as this tab is only used if you intend to sell your region as a product in the Breakroom Shop.
Click the Author tab, and then enter the relevant information for your upload. If in doubt, leave the Unique Status drop-down menu set to Available Elsewhere, enter your name into the Developer Name field (as the grid Owner), and set the Copyright field to your company name.
Under the Upload tab, add your grid number to the Grid field. You can obtain your grid ID from multiple places.
Navigate to your Dashboard.
Look in the top left corner of the screen. You will see your world name followed by an ID number. This ID number is your grid ID.
Navigate to your Dashboard.
Click the Advanced button at the top of the page. This will take you to Curator.
In the Curator window that appears, locate the Grid listing to your world. Your grid ID will be displayed next to the world name.
The Scene Save Settings component will be covered in more detail in the section that follows.
Under the Scene Save Settings component, you will need to add two images. One will be your region-specific "splash screen," and the smaller one will be your logo.
Splash screen: This image will appear in the Explore window, and when users are teleporting to your region. It should be 1920x1080, PNG format preferred, and no larger than 5MB.
Logo: The image should be 512x256, PNG format preferred, and no larger than 5MB.
Once you have entered these images, click on the Automatic Submission button to complete your upload.
The tutorial below is designed for Sinespace, but the advice is consistent with Breakroom.
The Sinespace Wiki page also contains useful information about uploading and managing regions.
Harness the power of Breakroom's SDK and the Unity game engine to upload your own 3D models and scenes as regions in your Breakroom world.
If you have access to Unity developer resources, you can download the Breakroom SDK and upload custom regions and furniture items to Breakroom. This section contains illustrated guides outlining each step of this process.
Within our advanced documentation, you may see different words used to describe the same concept or tool. This is because Breakroom is based on the Sinespace virtual world platform. Please be aware of the following:
When you install the Breakroom SDK, you may notice that certain tools and menus refer to Sinespace, Sinespace components, or the Sinespace SDK. This is normal and has no effect on performance.
When testing and uploading virtual items, you may see documentation, menus, and buttons that refer to Breakroom worlds as grids.
If you'd like to build and upload your own custom region, here's a quick guide to getting started:
Follow these steps for installing the Breakroom SDK into a clean Unity project.
Import your 3D scene or 3D model into a Breakroom/Sinespace scene in Unity. (If you are using large CAD files of buildings or machinery, you may need to reduce the size of those files using decimation tools.)
Upload the scene or 3D model to your Breakroom world, using the Sinespace Virtual Goods component in Unity.
Test your scene or 3D model on the preview server, and push it to the live server once you're ready.
Install the required conferencing system components in your custom region. You can then configure the screens, voice zones, and other components to work with the layout of your custom build.
Once you're done, your custom region will appear within your Dashboard as a region template. You can use it to create your world's default landing region, or activate it as another enabled region for users to visit.
In Breakroom, seating isn't just meant to be attractive—it's functional. Learn how to create custom, animated chairs that can interface with Breakroom's gesture and camera systems.
In order to offer your users a truly unique virtual experience, you may wish to create customized, functional chairs or other seating options. In order to illustrate this process, this document will guide you through the following steps:
Creating an empty parent game object.
Importing an example chair model into Unity.
Applying that model to the parent game object.
Adding the necessary components to make a cohesive, functional seat item.
Please note that the instructions below presume a basic working knowledge of Unity. If you are new to the program, in addition to Unity's own resources, it may be helpful to review our documentation on uploading your own room items and uploading your own outfits.
Only World Owners, World Administrators, and World Developers can upload custom items to Breakroom.
In order to follow the steps outlined below, you must already have Unity and the Breakroom SDK installed on your computer.
Only user accounts assigned the Developer role can upload regions and 3D models to Breakroom. Please see this page for more information about assigning and managing user permissions.
In Unity, right click in the Hierarchy and create an empty parent game object. Change the transform and rotation values to 0/0/0 in the Inspector panel, and rename the object as required. We will use this empty game object as the "container" for Breakroom's Room Furniture and Virtual Good components, which we will install later in this tutorial.
There are two ways you can import the 3D model you want to use for your chair object into Unity.
Navigate to Assets > Import New Asset. This will launch a standard import window. Select the 3D model file on your computer, and then click the Import Button.
Locate the 3D model file in Windows Explorer and click on it. Then drag the model file into Unity's Project Asset folder directly.
Both FBX or OBJ file types are supported. FBX is the preferred format.
Select the chair model file in the Project Asset folder, and drag it onto the empty parent game object we previously created in the Hierarchy. Make any needed changes to the position and rotation of the object, and then name the chair (see our suggested naming conventions below).
While the chair model is still selected in the Hierarchy, click the Add Component button located at the bottom of the Inspector panel and add a mesh collider. We will use this further on in the tutorial.
While your mouse cursor is positioned over the parent game object, right click and select the option to create a new empty game object. Name this object "Seat Position." We will use this object as a container for the Seat Position component, allowing us to move the seat animation independently from the chair model in order to make necessary adjustments.
Select the new Seat Position game object. In the Inspector panel, click the Add Component button near the bottom, and add the Seat Position component. You will notice a green rectangle appear over the chair model.
Animations can be imported into the Project Asset folder the same way you imported the chair model. After you import an animation file, ensure the animation is set to Humanoid animation type under the Rig tab. Drag the animation file into the Animation slot under the Seat Position component. You should now see a wireframe view of the animation appear within the green rectangle.
Once you add your animation, you may find that it forces your avatar through the chair, or otherwise needs to be adjusted. You can do this by selecting the Seat Position game object in the Hierarchy and moving it into the correct position using Unity's movement tools.
If different animations are necessary for male and female avatars, you can use the Male/Female animation slots and leave the universal Animation slot empty.
You can now make any final adjustments to the model or animation positions prior to uploading. The wireframe animation also serves as an excellent guide for adjusting the overall size of the chair model.
In order to upload the chair object to Breakroom, we will need to add the Room Furniture component. Select the parent game object in the Hierarchy, and then add the Room Furniture component by clicking the Add Component button located at the bottom of the Inspector panel. Breakroom requires that all chair objects be placed on the floor, so check the "Place on Floor" option under Placement.
Finally, select the chair model itself in the Hierarchy and drag it to the Main Collider slot. The chair model contains the mesh collider we installed earlier.
Next, we will add the Virtual Good component to the parent game object. This is the main settings component for the game object, and contains information such as the item's name, category, inventory image, etc.
Select the parent game object in the Hierarchy, and add the Virtual Good component by clicking the Add Component button located at the bottom of the Inspector panel. Pay close attention to the instructions in this component. A red warning icon indicates that required information is missing, while a yellow caution icon indicates that information is strongly advised, but not required.
For this tutorial, we will set the Type to Furniture, the Category to Furniture/Chair, and give the chair a name and description. We will also give it a brand name and author under the Author tab.
To complete your chair, you will need to drag the parent game object into the Project panel to create a prefab. You can then right click on that prefab and select Upload to Sinespace to upload the item.
This section is currently under construction. If you have any questions that aren't answered here, please contact our Customer Success Team.
When integrating chairs into the conferencing system, Breakroom uses a nametag allow/ignore system. For ease of setup, we strongly advise that you institute and follow a simple naming convention. For example, a series of auditorium chairs might be named Auditorium_Chair 1, Auditorium_Chair 2, etc.
You can upload a group of seats/furniture as a single game object instead of uploading them individually. Just make sure that you follow a naming convention, as explained above.
You can permit furniture to be edited in-world by selecting Full from the Inworld Customization menu, which is located under the Details tab of the Virtual Good component.
Curator allows you to view, edit, or delete items you've uploaded to Breakroom's preview server, before pushing the final version to your live grid. Learn more about Curator's features here.
Curator is a control panel that allows world Owners, Administrators, and Developers to manage items that have been uploaded to Breakroom. It can be used to view, edit, and delete items, as well as to "push" items from the preview server to the live server. Curator can also be used to view Shop transactions when items have been listed for sale, and to request payouts (in order to convert in-game Gold to real currency).
World Owners, Administrators, and Developers can review and approve content uploaded to the preview server. If you grant a user Administrator or Developer permissions, they will need to log in to Curator and accept the Terms and Conditions before they can access the preview server. Please see this page for more information about assigning and managing user permissions.
You can access Curator from the Dashboard by clicking the Advanced button located at the top of the page.
You can also access Curator directly by entering http://curator.sine.space into your browser.
If you navigate to Curator using the Advanced button on your Dashboard, you will be logged in automatically. If you navigate to Curator using the link above, you will need to log in with your Breakroom credentials. If you are new to Curator, you will be prompted to accept the Developer Terms and Conditions.
For most tasks, you will need to access information about your grids by clicking the Grids tab located at the top of the screen. The Grids tab lists all the worlds (hereafter referred to as "grids") to which you currently have access, and contains the tools you need to manage the content hosted on those grids. The UI you see may vary depending on your permissions level.
In the image above, you can see that this user account has access to one grid (Upward Con #322). In addition to some basic information about the grid, the Grid listing also features three buttons:
Items
Item Edits
Dashboard
These buttons can be used to navigate between Curator and Dashboard, or to access additional information and Curator functions. We will now explore the purpose of each button in more detail.
The Items button is available to both grid Owners and Developers. Clicking it opens the Items panel, where you can access a list of all of the virtual content that has been uploaded to a particular grid.
When reviewing the Items panel and the Item listings it contains, you will see an assortment of informational fields, components, and buttons. Here is a brief overview of the combined UI.
The item type and status field (labeled as line #4 in the image above) identifies what kind of item has been uploaded. Item types include:
VirtualGood: Furniture items (content that can be placed in a region).
Region: Region templates that your guests can visit.
Clothing: Clothing items or avatar attachments.
Pattern: Textures that are uploaded for use with clothing or furniture items.
The item type and status field also identifies the item's status, which will be one of the following:
Uploaded: Content is uploaded and awaiting processing by the servers.
Processing: Content is being processed by the servers.
Staging: Content is available for review on the preview server.
Live: Content is available on the live server.
Additionally, each Item listing allows you to identify who created an item, its brand name, its associated grid, and its creation and update dates.
Clicking the Edit button in an individual Item listing will open the Edit panel. Here you can edit an item's name, its associated brand and copyright information, its description, and its sale information. Once you are happy with your changes, click the Save Edit button.
Clicking this button will push any changes you've made in Curator to the live server.
Clicking this button will take you to the Dashboard for that specific grid.
As detailed in our preview server documentation, any items that you personally upload to Breakroom will appear in your inventory when you log in to the preview server. You can then use the Hot Bar, Region Editor, and other Breakroom tools to deploy and test those items.
If you want to test an item another user has uploaded (for example, if you are a world Owner and you want to QA an item that a Developer has uploaded), you will need to add a copy of that item to your preview server inventory by following the steps below.
Navigate to Curator and log in.
Click on the Grids tab located at the top of the screen.
Find the grid that contains the item you want to preview. Click the Items button in that Grid panel.
Locate the item that you want to preview. Make sure that the item has a status of "staging."
Click the Add to Inventory button in the Item panel.
A copy of the item will be sent to your preview server inventory. You can now log in to the preview server and access the item for testing.
If you've tested a virtual item on the preview server and would like to push it to the live server, you can do so through Curator.
It is the responsibility of world Owners, Administrators, or Developers to review and approve all virtual items uploaded to the preview server. Without final approval, virtual items will remain on the preview server and will not be added to the live Breakroom world.
Navigate to Curator and log in.
Click on the Grids tab located at the top of the screen.
Find the grid that contains the item you want to push to live. Click the Items button in that Grid panel.
Locate the item that you want to push to the live sever. Make sure that the item has a status of "staging."
Click the Send to Review button in that Item panel, and you will notice several new buttons appear. These will include Accept Item, Reject Item, and Cancel Review.
Click the Accept Item button to push the content to the live server. The status of the item will change to "live" to reflect this.
To update content that was previously pushed to the live server, simply upload your item again using the same process. Once uploaded, your updated item's status will revert to "staging." You can then preview it and push it to live using the steps outlined above.
Important notes about updates:
Once you push updated content the live server, Breakroom's cloud servers will also need to process that update. During this delay, you will still see the old version of your item on the live server. This issue should resolve itself after 15-20 minutes.
If you issue an update for an item that was previously distributed to other users or sold through the Shop (for example, branded t-shirts), those users will automatically receive the updated version when it is pushed to live. For this reason, please ensure the item has been thoroughly tested prior to submission.
Breakroom staff will not review any items uploaded to user grids, either for basic approval or for content and quality. Your company may want to consider implementing its own internal review processes to streamline content creation.
As a general rule, we would advise that you let uploaded content sit in staging status for at least ten minutes before you submit it to the live server.
When you upload a custom region to Breakroom, you will need to install the conferencing system to achieve full functionality. Learn how to set up voice zones, navigation tools, and more.
In this walkthrough, we will take a completely blank region and set up the Breakroom conferencing system from scratch, with all the tools necessary to run an event. By following the steps below, you can install the conferencing system components in any custom region that you have uploaded.
The Breakroom conferencing system component source files are not available for individual distribution.
The core conference system components are included as part of the Breakroom Toolkit. While additional conferencing functionality can be added to your region (such as the Start Here UI and Emojis), for the purposes of this tutorial we are concerned with five key components:
The Breakroom Combined Media Core is the backbone of the entire conferencing system, and is required for the conferencing system to function. It contains Breakroom's primary tools, such as voice chat, webcam and screen sharing capabilities, as well as the moderator controls.
The Breakroom Camera System controls all of the camera operations built into the conferencing system.
The Breakroom Gestures Standard item contains all the gesture actions built into the conferencing system.
The Breakroom Navigation UI controls the navigation and teleport tools built into Breakroom.
Finally, the standard 90-seat auditorium that features in several of Breakroom's default region templates is included for your use. This component is optional.
There is also a 200-seat auditorium object available, which you can find listed for free in the Breakroom Shop. For more information about locating the Auditorium 200 Seat object and purchasing it, please see our Starter Bundle documentation.
To install the core components in an empty region, please follow the steps below. For more information about using the Region Editor or editing objects within the Region Editor, please consult the linked documentation.
Navigate to the empty region you want to edit.
Click on the Edit Region button located at the bottom of the screen. This will launch the Region Editor.
Click on the Inventory button located at the bottom of the screen. This will open the Inventory window.
Drag each of the core components from the Inventory window to the floor near your avatar. This will install them in the region.
Breakroom Combined Media Core
Breakroom Gestures Standard
Breakroom Camera System
Breakroom Navigation UI
When you are finished, click the Save button.
The positioning of the core components is not important. However, to keep things tidy, it is best practice to position them at 0/0/0. To precisely reposition an object, follow these steps.
While still in the Region Editor, click the Objects button located on the bottom right. This will launch the Objects window.
In the Objects window, click the > arrow located beside the Room Floor heading to expand it.
Click on one of the four core components listed under the Room Floor heading (for example, the Breakroom Combined Media Core). This will launch the Inspector window for that object.
In the Inspector window, click the > arrow next to Transform component to expand it.
Locate the Local Position property. This property contains three fields. Set each field to the numeral 0, for a combined position of 0/0/0.
Repeat these steps for each of the core components.
When you are done installing and editing the core components, click the Save button, followed by the Close button.
After you save your work and close the Region Editor, you will notice that the conferencing system UI elements are now visible on your screen. This completes basic setup of the conferencing system. You can now edit and configure the conferencing system components to meet your needs.
We have simplified the setup of some common areas. This includes a 90-seat auditorium with built-in camera and screen positions, as well as its own Presenter voice zone. You can install this item in your region by following these steps.
Navigate to the region you want to edit.
Click on the Edit Region button at the bottom of the screen.
Click on the Inventory button located on the bottom right to open the Inventory window.
Drag the Breakroom Auditorium 90 object from the Inventory window to the floor near your avatar. This will install it in the region.
Click the Save button.
You can now use the movement and rotation tools in the Region Editor to position the auditorium as necessary. When positioning is complete, click the Save button again to store your changes.
The 90-seat auditorium is configured to work "out of the box," with the conferencing system's communication and navigation functions built in. After positioning the entire auditorium object, the only thing you'll need to do is edit the presenter seats to meet your needs. In a Presenter zone, only the individuals who sit on the presenter seats will be able to turn on their webcams or share their computer screens.
To edit the presenter seats, follow the steps below.
While still in the Region Editor, click the Objects button located on the bottom right. This will launch the Objects window.
In the Objects window, click the > arrow located beside the Room Floor heading to expand it.
Locate the Breakroom Auditorium 90 object. Click the > arrow to expand it.
Locate the Presenters object and click on it. This will launch the Inspector window for that object. Selecting this object will also isolate and highlight the presenter seats.
You can now move the presenter seats to your desired location by hand-keying values into the Transform component (as detailed above), or by using the Region Editor positioning tools. When you're happy with your changes, make sure to click the Save button.
If you sit on one of the presenter seat tags while the Region Editor is closed, then open the Region Editor while remaining seated, your avatar will travel with the presenter seat tags when you position them. This is a useful quality check to ensure that your avatar is facing the right way and isn't sinking into the floor.
The conference system comes with 9 presenter seats. You can disable any seats you don't need by following these instructions.
Click on the Edit Region button at the bottom of the screen.
Click the Objects button located on the bottom right. This will launch the Objects window.
In the Objects window, click the > arrow located beside the Room Floor heading to expand it.
Locate the Breakroom Auditorium 90 object. Click the > arrow to expand it.
Locate the Presenters object. Click the > arrow again to expand it.
Click the eye icon located to the right of any presenter seat you do not wish to appear in-world. In the example image above, seats six through nine have been disabled, leaving five presenter seats.
Click the Save button to store your changes.
You can add additional seats to a Presenter zone by installing one or more copies of the Breakroom Addon Presenters object. Learn more and access detailed instructions by visiting this page.
You can also restrict presenter seat access to only users who have certain region-level or world-level permissions. Learn more here.
Breakroom's prefab breakout rooms and booths, like the 90-seat auditorium discussed above, come pre-equipped with seats, gestures, voice zones, and teleport UI functionality. These convenient virtual areas are designed to set themselves up; all you need to do is add them to your region using the Region Editor. You can learn more about installing and customizing prefab breakout areas by consulting this section of our documentation.
Custom voice zones are blank voice zones that can be placed wherever you like in your region. They can contain any items or regional features you choose, and can even be nested. You can edit the RoomFurniture component so they appear in the Breakout Rooms bar, or you can direct any button in the General Navigation bar to teleport users to a custom voice zone by following the instructions below.
The General Navigation bar offers guests the ability to teleport to different areas in your region with the click of a button. If seats are available in an area, teleporting there will also automatically assign users a seat.
The buttons, from left to right, are:
Note: The following instructions apply only to a General Navigation bar that you have installed in your own blank region. You cannot edit the General Navigation bars that come pre-installed in Breakroom's region templates.
You can remove one or more buttons from the General Navigation bar by following these steps.
Click on the Edit Region button at the bottom of the screen.
Click the Objects button located on the bottom right. This will launch the Objects window.
In the Objects window, click the > arrow located beside the Room Floor heading to expand it.
Locate the Breakroom Navigation UI object. Click the > arrow to expand it.
Locate the Crowd Manager Navigation UI object. Click the > arrow again to expand it.
Locate the Canvas object. Click the > arrow again to expand it.
Locate the General Navigation object. Click the > arrow again to expand it.
You will see the General Navigation bar buttons (highlighted above). Click the eye icon located to the right of any button you do not wish to appear in the General Navigation bar.
Click the Save button to store your changes.
Click the Reset Zones button to reset the conferencing system.
If you like, you can change the location that each button in the General Navigation bar points to. This can be done either by repositioning the landmark objects within Region Editor, or by editing a voice zone's RoomFurniture component. Both sets of instructions are offered below.
Click on the Edit Region button at the bottom of the screen.
Click the Objects button located on the bottom right. This will launch the Objects window.
In the Objects window, click the > arrow located beside the Room Floor heading to expand it.
Locate the Breakroom Combined Media Core object. Click the > arrow to expand it.
Locate the Crowd Manager Core object. Click the > arrow again to expand it.
Locate the Landmarks object. Click the > arrow again to expand it.
You will see the General Navigation bar landmark objects (highlighted above). Click on the name of the landmark you would like to move (e.g. Entrance).
Physically reposition the landmark object within the region using the Region Editor tools, or by entering the appropriate values in that object's Transform component, as detailed above.
Click the Save button to store your changes.
Click the Reset Zones button to reset the conferencing system.
Using this method, you can point any button in the General Navigation bar to a custom voice zone or a prefab breakout area of your choice.
Click on the Edit Region button at the bottom of the screen.
Click the Objects button located on the bottom right. This will launch the Objects window.
In the Objects window, click the > arrow located beside the Room Floor heading to expand it.
Locate the voice zone or prefab breakout area you want to edit, and click on it. The Inspector window will launch.
In the Inspector window, click the > arrow located next to the RoomFurniture component to expand it.
Locate the Zone Name property. Type in the name of the General Navigation bar button you would like to point to this voice zone (e.g. Auditorium, Entrance, Networking, or Floor).
Click the Save button to store your changes.
Click the Reset Zones button to reset the conferencing system.
If you use this method, the landmark object associated with the Zone Name (Auditorium, Entrance, Networking, or Floor) will be overridden. There is no need to manually disable it. However, if you would like to use that landmark object again, you will need to rename any custom voice zones or breakout areas using its name.
Breakroom's conferencing system contains multiple navigation tools.
The General Navigation bar, located in the top left corner of the screen, makes use of landmark objects built into the conferencing system. By editing the position of these landmark objects (or by assigning their identifying names to custom voice zones), users can teleport to those locations with a single click. This editing process is described above.
The Breakout Rooms bar, located in the top right corner, displays a teleport button for each voice zone that includes the prefix "Breakout" in its Zone Name property. (For example, Breakout 1, Breakout 2, etc.) When you add a prefab breakout area to a region, a teleport button will automatically appear in the Breakout Rooms bar. You can also edit the Breakout Rooms bar manually. You can find instructions for doing so here, and more technical details here.
In addition to these navigation bars, there is a third: the Areas of Interest panel.
This panel is visible on the right side of the screen when activated. The Areas of Interest panel can teleport users to any voice zone that has the "Zone Visible" option enabled in its RoomFurniture component. Zones already linked in either the General Navigation bar or Breakout Rooms bar will be ignored by the Areas of Interest panel. This makes it a flexible solution for offering additional teleport options to your users.
When speaking about these three navigation tools in aggregate, two new options emerge for advanced region configuration:
Removing navigation tools from the region entirely.
Activating and customizing the Areas of Interest panel.
To enable or disable the three individual tools that make up Breakroom's navigation system, follow these steps.
Click on the Edit Region button at the bottom of the screen.
Click the Objects button located at the bottom right. This will launch the Objects window.
In the Objects window, click the > arrow located beside the Room Floor heading to expand it.
Locate the Breakroom Navigation UI object and click on it. The Inspector window will launch.
In the Inspector window, click on the > arrow next to the RoomFurniture component to expand it.
You will see three properties listed under the RoomFurniture component:
Navigation Breakouts: This refers to the Breakout Rooms bar.
Navigation General: This refers to the General Navigation bar.
Navigation Others: This refers to the Areas of Interest panel.
If you want a menu to appear in your region, type "yes" into the corresponding field. If you want to remove a particular menu from your region, type "no" into the field.
Click the Save button to store your changes.
Click the Reset Zones button to reset the conferencing system.
If you choose to make the Areas of Interest panel visible to your users, you can follow the instructions below to populate it with clickable teleport buttons.
Click on the Edit Region button at the bottom of the screen.
Click the Objects button located at the bottom right. This will launch the Objects window.
In the Objects window, click the > arrow located beside the Room Floor heading to expand it.
Locate the breakout area or Breakroom Voice Zone object you want to include under Areas of Interest, and click on it. The Inspector window will launch.
In the Inspector window, click on the > arrow next to the RoomFurniture component to expand it.
There are two key properties listed under the RoomFurniture component that you will need to edit:
Zone Name: This is the name of your area, and the name that will appear in the corresponding teleport button in the Areas of Interest panel. (For example, "Coffee Bar.")
Zone Visible: This property governs whether the zone is listed under the Areas of Interest panel. Type "yes" into the field if you want the zone to be added to the panel. Type "no" into the field if you want to remove the voice zone from all panels.
Click the Save button to store your changes.
Click the Reset Zones button to reset the conferencing system.
Component or button | Function |
---|---|
Button | Function |
---|---|
Search by item (field #1)
Allows you to search for content by item name or ID number.
Search by user (field #2)
Allows you to search for content by the name of the Developer who uploaded it.
Item ID button
Sorts by Item ID, in ascending or descending order.
Updated button
Sorts by time or date updated, in ascending or descending order.
Item name (line #3)
Identifies the name and item ID of a single Item listing.
Item type and status (line #4)
Lists the content type and its current status (see below for details).
Add to Inventory button
Places a copy of the object in your inventory on the preview server for review purposes. Does not affect the status of an object or push it to live.
Edit button
Allows you to edit details for a specific item.
Auditorium
Teleports your avatar to the auditorium.
Information
Teleports your avatar to the region entrance or to a designated information booth.
Networking
Teleports your avatar to the designated lounge or networking area.
Floor
Teleports your avatar to the main "floor" of the event (e.g. vendor booths, game area).