Breakroom lets you build your space, your way. Use the Region Editor to add and remove objects, edit the sky presets, and undo your work so you can start all over again.
Breakroom's Region Editor gives world Owners, Administrators, and Developers the power 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 images and tables below are designed to serve as a concise overview of the Region Editor UI. After you've grown comfortable opening the Region Editor and utilizing the various tools and menus it contains, you can build on that foundation by reviewing the child pages in this section. There you'll learn more about placing and moving objects, and explore some of the Region Editor's advanced settings, such as creating custom atmospheric and sky effects.
To open the Region Editor, click the Edit Region button located to the right of your bottom toolbar.
Once the Region Editor is launched, you'll see several new UI components appear on your screen. These tools 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 objects in your region. These objects are sorted into different floors, depending on who added them and when they were added.
The room floor (here labeled "Floor_roomfloor") 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 scene from your own inventory.
Meanwhile, the region floor (here labeled "Town hall low poly") contains the individual 3D assets that comprise the region itself. The contents of this particular floor will vary from region to region.
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 drop-down menu located at the top of the Objects window to filter your objects by type. You can also search for a specific object using the search field.
The Inspector window displays more information about the individual objects that make up your region. You can launch it by clicking an on item in the region while in the Region Editor, or by clicking on that item's name in the Objects window.
In the above image, a breakout room has been selected as the active object. You can see that the room is surrounded by a green collider box, and a translate gizmo (or movement compass) 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 in 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 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 within your region. You can also find unique items to dress up your region 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 dedicated Advanced window documentation for more information.
Some Advanced window settings, including materials and region options, are only available on certain Breakroom region templates.
The buttons in this toolbar will help you move and manipulate objects within your region. From left to right, here's a brief overview of what each button does. You'll find more comprehensive information about these tools in our editing and moving objects documentation.
If you have no object selected, the buttons pictured above will not appear. Once you select an object, these buttons 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.
Axis, grids, or freeform—Breakroom helps you slot everything into its proper place. Learn how to manipulate and position objects within the Region Editor.
Editing objects within Breakroom can take many different forms. Whether you're looking to arrange a welcoming circle of armchairs or just need to resize your company's logo, the Region Editor can help you out.
In order to make changes to an item located in one of your Breakroom regions, you will 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 at the bottom of your screen.
Click on the object you want to edit, or click on that item's name in the .
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 and our .
The movement gizmo is a tool that allows you to reposition items within your region. In the image above, you can see the movement gizmo represented by a set of colorful arrows attached to the active picnic table object.
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.
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 listed 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.
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, or rotate an object by a precise number of degrees with just a few clicks.
To identify the location and rotation values stored in an object's Transform component, follow these steps.
Open the Region Editor by clicking the Edit Region button at the bottom of your screen.
Locate the object you want to edit in the Objects window, and click on it. This will open the Inspector window for that object.
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 you prefer (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 you prefer (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 you prefer (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.
In grid mode, movement "snap points" are set one meter from each other. Rotation "snap points" are set at 15° intervals.
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.
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.
For instance, here we have a palm tree in center mode. If we decide that we want to tip this tree just slightly to the side in order to make it look wind-blown, the tree is going to rotate around a point midway up the trunk, where the rotation gizmo is located.
The result doesn't appear very natural at all. But what happens if we switch over to mesh pivot point?
The rotation gizmo point drops substantially -- to the natural root of the tree.
And when we rotate the tree, we can get a much more realistic effect. Now we can create stands of wind-blown trees, or create a wild copse of trees on the side of a hill.
Icon | Function |
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Button | Function |
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Button | Function |
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Button | Function |
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To activate the movement gizmo while in the Region Editor, click the Move button located in the , or press the W key on your keyboard.
The rotation gizmo allows you to rotate an object around one or more axes. To activate the rotation gizmo while in the Region Editor, click the Rotate button located in the , or press the E key on your keyboard.
The scaling gizmo allows you to resize an object along one or more axes. To activate the scaling gizmo while in the Region Editor, click the Scale button located in the , or press the E key on your keyboard.
You can move objects quickly and easily using the "Move Object to Camera" button located in the . This button will move any currently selected object to your camera's location. It's especially useful for .
Make sure the is open by clicking the Objects button located on the bottom right.
Expand the Transform component in the by clicking the > arrow located to the left.
This section is currently under construction. If you have any questions that aren't answered here, please contact our .
You can activate grid mode for every object in your region by clicking the Grid Mode button located in the , or by holding down the Ctrl key while actively manipulating an object. When you're in grid mode, you'll notice that object movements, rotations, and scaling tend to "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 fuss.
In the , you can choose to orient your objects using either local mode or global mode. In local mode, objects can be moved, rotated, and scaled relative to their own axes.
allows you to 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.
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 within the scene, and no further changes can be made to their components.
Trash
Clicking this icon deletes the item entirely 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 within the scene, 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 translate 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 room. Disabling it gives you the freedom to move your avatar around the room 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 on and off. Useful for when you want to edit the objects inside a voice zone without running into camera issues.
Breakroom's advanced environmental options extend your editing reach to the stars. Learn how to use the Region Editor to control cloud formation, ambient lighting, and 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.
From within the Region Editor, click the Sky button located at the bottom of your screen. This will open the Sky editing window.
As you can see, 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.
Breakroom's Region Editor is intuitive and powerful—once you get the hang of it! Here you'll find tips and tricks collected from some of our most skilled region designers.
For the best possible experience when installing and positioning objects in your region, we recommend using the desktop viewer. You can use Region Editor within the World Stream browser-based viewer—the functionality is the same. However, the desktop viewer offers faster feedback and is slightly smoother to use.
While using the Region Editor, you will most likely want to focus your camera on a particular object or area. When you open Region Editor, the camera will be in object mode by default. To instantly focus your camera on a particular object, click on the item in your Objects window, then move your cursor to a scene area and press the F key.
Alternatively, you can click the Avatar Move button to switch to avatar mode. This gives you the ability to move your avatar through the region, with the camera following you. The icon will turn pink when avatar mode is enabled. Click the button again to revert back.
Fly cam is another useful way to explore your surroundings. To enable it, hold down your right mouse button (RMB). You can then use the A and D keys to pan from side, the R and C keys to pan up and down, and the W and S keys to zoom in and out. You can also orbit items in this mode by moving your mouse. The camera can be returned to its original, avatar-locked position by pressing the Esc key twice.
Latch cam allows you to choose a specific object as your current focus point. You can then move the camera around it using the commands detailed above. To "latch" your camera onto an object, hold down the Alt key and click on the object with your right mouse button (RMB).
Additional avatar and camera commands are detailed in our Getting Started section.
The Undo and Redo buttons in the Region Editor are comparable to the undo and redo buttons in a graphics editing application, and are designed to allow you to skip forwards and backwards in time for the current editing session. You can use the Undo button to correct mistakes in the moment—for example, if you rotate an object and decide you don't like how it looks, click the Undo button to restore it to its previous position.
You can also undo your work at any time by pressing Ctrl + Z on your keyboard.
To select items within a region for editing, you can either click on the item itself or click on its name in the Objects window. To select multiple items at the same time, hold down the Ctrl key on your keyboard and click the items or item names you wish to edit.
When two or more items are selected at once, you can edit their position as a group using the Region Editor gizmos. They will move, rotate, and scale together.
You can also bulk-select items using the Objects window. To do so, click the first item in the series you would like to select. Then, while holding down the Shift key, click the last item in the series. This will highlight all of them at once.
If you add multiple copies of any object to your region, you will notice that every copy is identified by the same Display Name in the Objects window. By entering more descriptive object Display Names, you can make it easier to keep track of your items and locate them when needed.
To change the Display Name of an object, follow the steps below.
Log in to your Breakroom world and navigate your avatar to the region you would like to edit.
Open the Region Editor by clicking the Edit Region button at the bottom of your screen.
Click the Objects Button to launch the Objects window.
In the Objects window, locate the object you want to edit. (Tip: You can use the search field at the top of the window to search for a specific object.) Click on the object name to launch the Inspector window.
In the Inspector window, locate the Display Name field. Enter the display name you would like to use.
Click the Save button to store your changes.
You cannot change the Display Name of breakout area, voice zone, and voice zone furniture objects.
You can switch to another region template from within the Region Editor. To do so, follow the instructions below.
Navigate to the region you want to change.
Click on the Edit Region button.
Click the Inventory button to open the Inventory window.
Along the left side of the Inventory window, you will see several category tabs. Click the arrow beside the Region tab to expand it.
If you see additional region type categories, click on the category you would like to view.
Click on the desired region template item in the Inventory window.
Confirm the change by clicking the Swap Template button.
IMPORTANT: When switching templates, all furniture objects you have set down and any custom changes you have made to the original region will be erased. These cannot be recovered, so please consider this step carefully.
By making another user a Region Administrator, you can grant in-world editing permissions to them for only that region. This means that they will be able to access both the Region Editor and the Region Information window.
Alternatively, you can appoint a Region Developer for any region you own. Region Developers have access to the Region Editor, and can decorate and modify the region to which they are assigned. They do not occupy a Developer seat, and cannot upload content to your world.
To grant these advanced region-level permissions to a user, follow the steps below.
In the top right corner of your screen, click on the Region Information button. You will see this as the region name inside a colored box, located above the mini map (see the image above for an example).
In the Region Information window that appears, click on the Members tab.
If the user is not currently in your region Members list, add them using the steps outlined here.
Click the checkbox in front of their name, and then select the desired role from the Set Role drop-down menu.
You should only give Administrator or Developer status to trusted individuals who understand how to use the Breakroom tools. Changes made in the Region Editor may not be easy to revert.
Region Owners, Administrators, and other users with region editing permissions can access advanced functions by clicking the Advanced button. There administrative users can swap materials on some region template surfaces, enable or disable optional region template design features, or reset a region back to its default configuration. Each of these functions is covered in more detail below.
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 at the bottom of your screen.
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 Material tab. This is a quick, easy way to achieve fresh visual effects using existing region templates.
Click the Furniture tab located along the top of the Shop window.
Click the Material subcategory in the left-hand menu.
To access the material swap feature, we will first follow the steps below.
Navigate to the region you want to edit.
Open the Region Editor by clicking the Edit Region button at the bottom of your screen.
Open the Advanced window by clicking the Advanced button.
Click on the Material 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.
6. If you have materials in your inventory, these will now be displayed for selection. Click on the material you want to use.
7. Click the Save and Close buttons in the lower right corner of the Region Editor.
In the image above, you can see that we have replaced the flat green floor with a wooden deck 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.
Much 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.
Certain region templates come equipped with additional customization settings that can be enabled or disabled through the Options tab. This may include things like tree density, specific material effects, and more. To switch any these settings, toggle the relevant Enable/Disable button and then click the Save button in the Region Editor.
The Reset Region tab can be used to reset all or part of a region back to its original settings. These reset buttons can have dramatic and wide-ranging effects, and should be used with care.
Clicking this 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 item without deleting those items from your region.
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 custom work you have done in a region. Your deleted work will not be recoverable.
Sky editing feature | Result |
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Accessing the Area tab allows you to change who owns the region . 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.
In order to appoint a user as the new owner of a region room floor, you must first add them to your .
Not all regions contain material-enabled surfaces, and not every surface in a region is equipped for material swapping. Material surfaces must be enabled at the point of region upload, and cannot be added afterwards. Please review Breakroom's to see what materials in a particular region can be edited, if any.
In order to swap out materials in a region template, you will first need to purchase material files to use. These are available through the . To open the Shop and navigate directly to the materials section, follow these steps.
To open the Shop window, click on the Shop button located in the .
Once you have navigated to the materials section, you can browse at your leisure. Please be advised that some materials come bundled in packs, while others are sold as singles. For help completing your purchase, please review our detailed .
To illustrate the effects of a material swap and create a walkthrough tutorial, we will change the 90-seat auditorium stage surface in the . As you can see in the image above, the stage surface defaults to non-slip green flooring.
Not all regions contain additional customization options. Please review Breakroom's to see what options are available in a particular region, if any.
Clicking this button will restore the default materials on any material-enabled surfaces that you .
Master Control - Reset to Default button
Clicking this button will revert any custom changes you have 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'll be able to "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 will reflect that experienced within 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.