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Make it easy for people to interact with your brand. Read on for more information about setting up and using the Breakroom Web Browser.
The Breakroom Web Browser allows users to access and interact with web-based content anywhere within your world. Owners and staff with the appropriate permissions can also configure access options and add a splash screen that will be displayed when the web browser is not in use.
The Breakroom Web Browser will not play MP4 or HLS videos. Please use the Breakroom Video Player to share these media formats with your users.
For help installing the Breakroom Web Browser, please see our Region Editor documentation.
Users can control any Breakroom Web Browser using the buttons located in the bottom control bar. Webpages are displayed on a per-user basis, not streamed openly to the region as a whole.
The Breakroom Web Browser control panel is only accessible to the object Owner and staff with the appropriate permissions. To access it, click on the gear icon in the bottom control bar.
Splash screen image settings are the very first thing you'll see in the Breakroom Web Browser control panel. You can either choose a splash image from your Breakroom image library, or upload a new splash image from your computer.
To set a splash screen for your web browser, follow these steps:
Locate the Breakroom Web Browser object you want to edit.
Click on the gear icon to open the Breakroom Web Browser control panel.
To choose an image you've already uploaded to Breakroom, click the Image Library button. This will open the image picker. Click on the image you want to use.
To upload a new splash image from your computer, or click the Upload New Image button. This will open a standard file picker on your computer. Locate the image you want to use, click on it, and then click the Open button.
Your selected image will display in the preview window. Make sure everything looks good, and then click the Save and Close button.
To enter a webpage URL, follow these steps:
Locate the Breakroom Web Browser object you want to edit.
Click on the gear icon to open the Breakroom Web Browser control panel.
Paste your URL into the Webpage URL field.
Click the Save and Close button.
The Breakroom Web Browser control panel also allows you to customize the way users can interact with your content.
To edit the web browser options, follow these steps:
Locate the Breakroom Web Browser object you want to edit.
Click on the gear icon to open the Breakroom Web Browser control panel.
Click the ON or OFF button located next to each web browser option.
Click the Save and Close button.
Several website display options are triggered when an avatar enters the Breakroom Web Browser collider zone. The size and position of this collider zone can be customized using the Region Editor.
The instructions provided below presume an advanced working knowledge of Breakroom. Please consult our documentation if you need help installing and positioning virtual objects, or editing the RoomFurniture component.
To edit the Breakroom Web Browser collider zone, follow these steps:
Open the Region Editor by clicking the Edit Region button at the bottom of your screen.
Locate the Breakroom Web Browser object you want to edit. Click on it to highlight it in the Objects window.
In the Objects window, click the > arrow to the left of the Breakroom Web Browser object to expand it. Then click on the Collider component.
Using the Region Editor tools or the Transform component, move, rotate, and resize the collider to meet your specifications.
When you are satisfied, click the Save button to store your changes.
In your inventory, you'll see the Breakroom Web Browser represented by this icon:
Control bar component | Function |
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Web browser option | Function |
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Home
Takes the user back to the web browser's default URL.
Forward and back arrows
Allow users to navigate forward and backward within a website.
External open
Opens the default URL in the user's own web browser.
Zoom In/Zoom Out
Allows the user to zoom in on the panel and away again.
Settings
Only available to Owners and staff with the appropriate permissions.
Allow forward/back
If set to ON, forward and back web navigation buttons will be displayed in the bottom control bar.
Allow external viewing
If set to ON, a button will appear in the bottom control bar allowing users to open the webpage in an external browser.
Post FX
If set to ON, will turn off various graphics settings within the web browser collider zone that could distort the screen.
Giving you the tools you need to succeed—that's the Breakroom way. Learn more about the items that make up the Breakroom Toolkit, including collaboration and navigation tools.
World Owners, Administrators, and Developers will automatically receive the contents of the Breakroom Toolkit delivered to their inventories. This toolkit consists of plug-and-play items designed to help you quickly add branding, media, and functional engagement to your regions. You can place these items in your regions using the Region Editor.
The Breakroom Toolkit contains the following items:
In addition to the items listed above, the Breakroom Toolkit includes:
Breakroom Navigation UI
Breakroom Combined Media Core
Breakroom Gestures Standard
Breakroom Camera System
Breakroom Auditorium 90
These items are provided so that you can install the Breakroom conferencing system components in a custom region.
Some world Owners, Administrators, and Developers may have been granted access to Breakroom items that are currently in development or beta testing. These items are not available to the general public, but we have included starter documentation here for the convenience of our testers.
World Owners, Admins, and Developers will automatically receive new conference tools and interactive objects released by Breakroom. These objects will be delivered directly to each user's inventory. Updates are also pushed forward automatically.
Create opportunities for user interaction by branding your event with engaging signage and imagery. Read on for more information about setting up and using the Breakroom Image Viewer.
The Breakroom Image Viewer allows you to upload static images—including your company logo, informational signage, and event branding or advertising—and display them almost anywhere in your world. You can also create clickable images that will direct users to a webpage.
For help installing the Breakroom Image Viewer, please see our Region Editor documentation.
The Breakroom Image Viewer will automatically adjust its dimensions to match the aspect ratio of the image displayed on it. As a result, you may find that a finished image panel cuts through the floor of your region, or is otherwise too large or small for its intended purpose. You can use the Region Editor to adjust the position, rotation, and scale of the image viewer as needed.
To resize an image viewer while maintaining the proper aspect ratio, hold down the Shift key while dragging the scaling gizmo. This will allow you to make the image viewer larger or smaller without distorting the image.
Images have a 5MB size limit. We recommend that image files used for signage or decorative purposes be no longer than 1024 pixels along one side.
The Breakroom Video Player control panel is only accessible to the object Owner and staff with the appropriate permissions. To access it, click on the Breakroom Image Viewer and then click the Open Admin button.
When end users click on a web-enabled image viewer, they will only see the Open URL button. Clicking this button will open the associated URL in an external browser tab.
To display an image using the Breakroom Image Viewer, follow these steps:
Locate the Breakroom Image Viewer object you want to edit.
Click on the image viewer, and then click the Open Admin button to open the control panel.
To choose an image you've already uploaded to Breakroom, click the Image Library button. This will open the image picker. Click on the image you want to use.
To upload a new image from your computer, or click the Upload New Image button. This will open a standard file picker on your computer. Locate the image you want to use, click on it, and then click the Open button.
Your selected image will display in the preview window. Make sure everything looks good, and then click the Save and Close button.
To link a webpage to your Breakroom Image Viewer, follow these steps:
Locate the Breakroom Image Viewer object you want to edit.
Click on the image viewer, and then click the Open Admin button to open the control panel.
Paste your URL into the Webpage URL field.
Click the Save and Close button.
Now when users click on the Breakroom Image Viewer, they will see an Open URL button. Clicking this button will open the associated URL in an external browser tab.
The Breakroom Image Viewer control panel also allows you to customize the way images are displayed.
To edit the image display options, follow these steps:
Locate the Breakroom Image Viewer object you want to edit.
Click on the image viewer, and then click the Open Admin button to open the control panel.
Click the ON or OFF button located next to each image display option.
Click the Save and Close button.
Several image viewer options are triggered when an avatar enters the Breakroom Image Viewer collider zone. The size and position of this collider zone can be customized using the Region Editor.
The instructions provided below presume an advanced working knowledge of Breakroom. Please consult our documentation if you need help installing and positioning virtual objects, or editing the RoomFurniture component.
To edit the Breakroom Image Viewer collider zone, follow these steps:
Open the Region Editor by clicking the Edit Region button at the bottom of your screen.
Locate the Breakroom Image Viewer object you want to edit. Click on it to highlight it in the Objects window.
In the Objects window, click the > arrow to the left of the Breakroom Image Viewer object to expand it. Then click on the Collider component.
Using the Region Editor tools or the Transform component, move, rotate, and resize the collider to meet your specifications.
When you are satisfied, click the Save button to store your changes.
Whether you want to highlight a region as a must-see, limit the number of regions users can visit, or make it easier for virtual explorers to get around—the Breakroom Teleport Portal is a key tool.
The Breakroom Teleport Portal allows users to fast-travel between different regions in your Breakroom World. You can use these portals to:
Call user attention to must-see regions and activities
Present users with a limited number of regions to visit (when you have otherwise disabled open exploration by removing access to the Explore window)
Make it easier for users to navigate multi-region events
For help installing the Breakroom Teleport Portal, please see our Region Editor documentation.
Users can activate any Breakroom Teleport Portal by walking "into" it. When a portal is activated, a pop-up will appear containing a list of accessible regions, complete with splash images and customized text.
Users can click on the labeled destination tiles to learn more about each region. To travel to the region currently highlighted in the main window, users can click the Teleport button.
To dismiss the Breakroom Teleport Portal pop-up, users can click the Cancel button or walk away from the portal.
The Breakroom Teleport Portal control panel is only visible to the object Owner and staff with the appropriate permissions. To access it, click on the teleport portal object.
Users can access up to four different destinations through a single teleport portal. To add a new destination to a portal, follow these steps:
Locate the Breakroom Teleport Portal object you want to edit, and click on it to launch the control panel.
In the control panel, you'll see four region destination tabs (labeled Region 1 through Region 4). Click on the region tab you want to edit, if it is not already expanded.
First, select a splash image for your destination.
To choose an image you've already uploaded to Breakroom, click the Image Library button. This will open the image picker. Click on the image you want to use.
To upload a new splash image from your computer, or click the Upload New Image button. This will open a standard file picker on your computer. Locate the image you want to use, click on it, and then click the Open button.
Next, enter a description or call to action in the Region Description field. This description will be superimposed on your chosen splash image, so you may want to keep it on the shorter side.
Enter a name for the region in the Region Name field.
To ensure users travel to the correct place, you will need to enter the destination region ID. This can be found on your Breakroom Dashboard.
On your Dashboard, navigate to World Customization > Regions.
Locate the region destination you want to use. Click the Copy button located in the bottom left corner of the region tile to copy the displayed region ID.
Paste the region ID into the Region ID field in the Breakroom Teleport Portal control panel.
Finally, toggle the Region Active button to On.
Click the Save and Close button.
The Splash Image, Region Description, and Region Name fields are all optional. However, customizing these fields greatly increases the usability of the teleport portal and offers an superior experience.
You can toggle the Region Active button to Off to disable a teleport destination while retaining its data.
The Breakroom Teleport Portal is activated when users enter its collider zone. The size and position of this collider zone can be customized using the Region Editor.
The instructions provided below presume an advanced working knowledge of Breakroom. Please consult our documentation if you need help installing and positioning virtual objects, or editing the RoomFurniture component.
To edit the Breakroom Teleport Portal collider zone, follow these steps:
Open the Region Editor by clicking the Edit Region button at the bottom of your screen.
Locate the Breakroom Info Kiosk object you want to edit. Click on it to highlight it in the Objects window.
In the Objects window, click the > arrow to the left of the Breakroom Teleport Portal object to expand it. Then click on the Collider component.
Using the Region Editor tools or the Transform component, move, rotate, and resize the collider to meet your specifications.
When you are satisfied, click the Save button to store your changes.
The perfect tool for sharing training videos, highlighting sponsors, or creating dynamic event backdrops. Read on for more information about setting up and using the Breakroom Video Player.
The Breakroom Video Player allows users to access live or pre-recorded video content on demand. Owners and staff with the appropriate permissions can also configure playback options and add a splash screen that will be displayed when the video player is not in use.
For help installing the Breakroom Video Player, please see our Region Editor documentation.
Breakroom supports many common video formats, such as MP4, HLS, and YouTube videos.
Breakroom does not currently support videos hosted on Vimeo.
For best performance, we recommend hosting your video as an MP4 file on a cloud server (such as Amazon AWS).
If a YouTube video is DRM-controlled or monetized, you will not be able to stream it through the Breakroom Video Player. Please be aware that YouTube may automatically apply DRM restrictions to a video if it detects the presence of copyrighted materials (such as background music). If the video you want to use is DRM-controlled or monetized, you may still be able to play it using the Breakroom Web Browser. Please note that playing a video on the web browser object offers a different experience, and that Breakroom cannot track video analytics through the web browser object.
Users can control any Breakroom Video Player using the buttons located in the bottom control bar. Videos are displayed on a per-user basis, not streamed openly to the region as a whole.
The Breakroom Video Player control panel is only accessible to the object Owner and staff with the appropriate permissions. To access it, click on the gear icon in the bottom control bar.
Splash screen image settings are the very first thing you'll see in the Breakroom Video Player control panel. You can either choose a splash image from your Breakroom image library, or upload a new splash image from your computer.
To set a splash screen for your video player, follow these steps:
Locate the Breakroom Video Player object you want to edit.
Click on the gear icon to open the Breakroom Video Player control panel.
To choose an image you've already uploaded to Breakroom, click the Image Library button. This will open the image picker. Click on the image you want to use.
To upload a new splash image from your computer, or click the Upload New Image button. This will open a standard file picker on your computer. Locate the image you want to use, click on it, and then click the Open button.
Your selected image will display in the preview window. Make sure everything looks good, and then click the Save and Close button.
To enter a video URL, follow these steps:
Locate the Breakroom Video Player object you want to edit.
Click on the gear icon to open the Breakroom Video Player control panel.
Paste your video URL into the Video URL field.
Click the Save and Close button.
The Breakroom Video Player control panel also allows you to customize the way videos are played. You can loop a video, mute a video until users interact with the player, and more.
To edit the video playback options, follow these steps:
Locate the Breakroom Video Player object you want to edit.
Click on the gear icon to open the Breakroom Video Player control panel.
Click the ON or OFF button located next to each video playback option.
Click the Save and Close button.
Several advanced features and video playback options are triggered when an avatar enters the Breakroom Video Player collider zone. The size and position of this collider zone can be customized using the Region Editor.
The instructions provided below presume an advanced working knowledge of Breakroom. Please consult our documentation if you need help installing and positioning virtual objects, or editing the RoomFurniture component.
To edit the Breakroom Video Player collider zone, follow these steps:
Open the Region Editor by clicking the Edit Region button at the bottom of your screen.
Locate the Breakroom Video Player object you want to edit. Click on it to highlight it in the Objects window.
In the Objects window, click the > arrow to the left of the Breakroom Video Player object to expand it. Then click on the Collider component.
Using the Region Editor tools or the Transform component, move, rotate, and resize the collider to meet your specifications.
When you are satisfied, click the Save button to store your changes.
Brainstorming sessions, tutorials, icebreakers and more—Breakroom's note system allows you to literally throw your ideas at the wall. Learn how to set it up here.
Repositionable notes are indispensable for brainstorming sessions, agile management, tutorials, games, and many other professional applications. Each Breakroom Note Board item functions as a reusable note that can be edited either by the public, or by users with advanced permissions (such as Region Administrators and Moderators).
To set up a note board object in your region, please see our Region Editor documentation.
In read mode (pictured above), each note features a title, text, and author name. There are also two buttons.
Edit: This button allows you to make changes to the card, if you have permission to do so (or the card is set to be edited by the public).
Zoom In: This button causes your camera to zoom in on the card in question. To look away again, simply click Zoom Out.
In write mode, you can edit the card's contents or grant editing permissions to the public. The relevant fields and options are:
Connect on the web without disconnecting from your metaverse experience. Learn how Breakroom Web Collab can help users access web-based productivity software from within the platform itself.
Breakroom Web Collab is an optional addition to the . With Breakroom Web Collab, users don't have to tab away from Breakroom to access web-based productivity software (such as Google Docs).
Breakroom Web Collab operates like a standard browser. The key difference is the two tabs:
Private: This tab is visible to the user alone. Any changes made to public documents hosted on third-party services will be visible to other participants, but non-public browsing and data entry will remain private.
Essentially, this system gives users the ability to log in to third-party productivity software from within the Breakroom platform, and gives Moderators the ability to point users toward a shared document for work or review.
If you need dynamic text-based signage that your event team can edit on the fly, look no further. Read on for more information about setting up and using the Breakroom Info Kiosk.
The Breakroom Info Kiosk allows your team to set up text-based signage and edit it as needed from within the Breakroom platform. can be used to customize the text display, making it ideal for publishing dynamic information like event schedules and technical updates.
To change the access and display settings, follow these steps:
Locate the Breakroom Info Kiosk object you want to edit.
Click on the gear icon to open the Breakroom Info Kiosk control panel.
Click the ON or OFF button located next to each option.
Click the Save and Close button.
To enter text into a Breakroom Info Kiosk, follow these steps:
Locate the Breakroom Info Kiosk object you want to edit.
Click on the gear icon to open the Breakroom Info Kiosk control panel.
Type or paste your text into one or more of the text boxes.
Click the Save and Close button.
If you enter a single space into any text box and save your work, that field will appear as an empty line on the Breakroom Info Kiosk. This can be useful if you want to create white space between two lines of text.
The color tag accepts most color keywords, but can also be used with a hex color code.
Some options are triggered when an avatar enters the Breakroom Info Kiosk collider zone. The size and position of this collider zone can be customized using the Region Editor.
To edit the Breakroom Info Kiosk collider zone, follow these steps:
Open the Region Editor by clicking the Edit Region button at the bottom of your screen.
Locate the Breakroom Info Kiosk object you want to edit. Click on it to highlight it in the Objects window.
In the Objects window, click the > arrow to the left of the Breakroom Info Kiosk object to expand it. Then click on the Collider component.
When you are satisfied, click the Save button to store your changes.
Foster deeper engagement and create networking opportunities with creative breakout spaces. Learn more about installing and managing Breakroom's prefab rooms and booths.
The includes several room and booth templates designed for instant deployment, including lounges, workshops, help desks, and exhibition stands. Each breakout space comes pre-equipped with Breakroom's conferencing tools, enabling voice chat, video streaming, and screen sharing that can only be seen or heard by the users of that space.
Whether you're creating a custom voice zone or a special presenter lounge, Breakroom's add-on furniture objects combine function with flexibility.
Breakroom's add-on seating sets consist of two major types: conferencing system seats and presenter seats. Conferencing system seats are designed to create or expand general seating capacity within and . Meanwhile, presenter seats are designed to host speakers in and voice zones.
Both seating types tie in with Breakroom's pre-existing , and will grant users access to . Conferencing system seats can also be set up so that users are when they teleport into your custom voice zone.
Details about each add-on seating item can be found below. Please note that these furniture items are built with crowds in mind. You can within each linked set if you don't need all of them.
Important note: Unless otherwise noted, furniture purchased from the Breakroom Shop will not provide users access to gestures and camera controls. Chairs, couches, and other items that are not designed to work with the conferencing system will function as seating only.
For more information about or , please see the relevant linked pages.
In your inventory, you'll see the Breakroom Image Viewer represented by this icon:
Control panel component | Function |
---|---|
In your inventory, you'll see the Breakroom Info Kiosk represented by this icon:
In your inventory, you'll see the Breakroom Video Player represented by this icon:
Control bar button | Function |
---|---|
Video playback setting | Function |
---|---|
In your inventory, you'll see the Breakroom Note Board represented by this icon:
Field or option | Function |
---|---|
In your inventory, you'll see the Breakroom Info Kiosk represented by this icon:
For help installing the Breakroom Web Collab object, please see our .
This object is invisible—you can place it anywhere. However, we encourage you to locate it at 0,0,0 in your region by .
Shared: This tab can only be controlled by a . Moderators can enter or navigate to any URL for shared viewing. However, scrolling and data entry are the responsibility of individual users; Moderators cannot force-navigate a page on behalf of all viewers.
Breakroom Web Collab can be accessed by clicking the Web Collab button in the .
In your inventory, you'll see the Breakroom Info Kiosk represented by this icon:
For help installing the Breakroom Info Kiosk, please see our .
The Breakroom Info Kiosk control panel is only visible to the object . To access it, click on the gear icon.
Kiosk access and text display settings are the very first thing you'll see in the Breakroom Info Kiosk control panel. You can limit or permit access to the control panel, specify the kiosk's text size range, and more. These settings apply only to the individual kiosk.
Info kiosk setting | Function |
---|
The Breakroom Info Kiosk contains ten separate text boxes. You can enter text into one or all of these boxes. Depending on your chosen , the text you enter will resize automatically.
The following are supported, and you can use them to further customize your text.
The size tag will override any general made using the Breakroom Info Kiosk control panel. For more precise font size control, you may wish to set the minimum and maximum font size to the same value, and then use the size tag to edit your text as appropriate.
Tag | Description | Use |
---|
The instructions provided below presume an advanced working knowledge of Breakroom. Please consult our documentation if you need help and virtual objects, or editing the .
Using the or the , move, rotate, and resize the collider to meet your specifications.
For help setting up breakout areas in your region, please see . You'll also find tips for integrating breakout spaces into your region throughout our —learn how to inside your booths, manage the , and more.
Default number of chairs: 4 Default : Meeting Inventory icon: Key features: This booth includes bookshelves, tables, and plenty of wall space to display promotional materials. A great choice for vendors and conference exhibitors, allowing them to generate excitement about their products and meet with potential clients.
Default number of chairs: 14 Default : Meeting Inventory icon: Key features: Forward-facing stools allow users to focus on streaming video or presenter screens, making this an ideal breakout space for smaller presentations, group discussions, and material review. The media screen located at the front of the booth appears when webcam streaming or screen share is enabled, and disappears when not in use.
Default number of chairs: 10 Default : Meeting Inventory icon: Key features: A central round table facilitates friendly networking sessions or face-to-face power meetings, making this a great breakout space for collaborative work. The media screen located at the front of the booth appears when webcam streaming or screen share is enabled, and disappears when not in use.
Default number of chairs: 34 Default : Meeting Inventory icon: Key features: Comfortable chairs face the media presentation area, while the two guest chairs located beneath it draw attention to honored guests or delegates. Great for focused group workshops, facilitated group discussion, and speaker panels. The media screen located at the front of the booth appears when webcam streaming or screen share is enabled, and disappears when not in use.
Default number of chairs: 9 Default : Meeting Inventory icon: Key features: An airy office space full of quirky details. The conference table plus overflow seating makes this a great breakout space for team meetings. The media screen located on the wall appears when webcam streaming or screen share is enabled by a user, and plenty of wall space makes this an ideal area for multi-user video conferencing.
Default number of chairs: 1 Default : Presenter Inventory icon: Key features: A sleek and minimalist helpdesk, designed to complement a variety of venue aesthetics. Here staff can welcome and orient visitors through voice chat, text chat, and video.
The Helpdesk item's will default to Entrance. This will automatically tie it into the . By changing the Zone Name, you can create your own .
Default number of chairs: Eight couch seats, 12 coffee table seats, and 12 high-top seats, for a total of 32 "chairs." Default : Voice Inventory icon: Key features: A selection of eclectic, comfortable furniture arranged specifically for networking. Use the Region Editor to , or leave as-is.
The Networking Area item's will default to Networking. This will automatically tie it into the . By changing the Zone Name, you can create your own .
Default number of chairs: 2 Default : Meeting Inventory icon: Key features: Hop into this sleek pod for a side conversation, or use the built-in media tools to make a quick video pitch.
Inventory icon: Key features: The Breakroom Add-on Round Table object includes 10 seats situated around a center conference table.
Inventory icon: Key features: The Breakroom Add-on Stools object features 14 seats in two rows. When users are seated, they will all face the same direction unless the using the Region Editor.
For more information about or , please see the relevant linked pages.
Inventory icon: Key features: The Breakroom Add-on Presenters Standing object features nine standing presenter seats—five displayed automatically, and four hidden by default. This means that you can to add between one and nine presenter seats to a voice zone.
Inventory icon: Key features: The Breakroom Add-on Presenters Chairs object features five presenter chairs.
Inventory icon: Key featuers: The Breakroom Add-on Presenters Sofas object features three sofas with three seated presenter seats each. You can to remove entire sofas or individual presenter seats from each sofa.
Post FX
If set to ON, will turn off various graphics settings within the image viewer collider zone that could distort the image or on-screen text.
Pops Out
If set to ON, video player screen will "pop out" to user screen when users enter the image viewer collider zone. The offset and scale of this pop-out screen can be customized by entering values into the associated fields.
Play
Plays the video for the user who clicks it.
Pause
Pauses the video for the user who clicks it.
Stop
Stops the video for the user who clicks it.
Zoom In/Zoom Out
Allows users to focus on and away from the screen.
Settings
Only available to Owners and staff with the appropriate permissions.
Auto Play
If set to ON, video will begin playing automatically when users enter the video player collider zone, and will stop when they exit the zone.
Loop Video
If set to ON, video will replay continuously.
Silent Mode
If set to ON, video will play with muted audio until a viewer clicks the Zoom In button.
Post FX
If set to ON, will turn off various graphics settings within the video player collider zone that could distort the video or on-screen text.
Pops Out
If set to ON, video player screen will "pop out" to user screen when users enter the video player collider zone. The offset and scale of this pop-out screen can be customized by entering values into the associated fields.
Title
Allows you to enter a title for the card.
Description
Allows you to enter text that will be displayed on the card.
Font
Allows you to choose from a variety of fonts.
Text Color
Allows you to choose from a variety of text colors.
Public Editing
Checking this box will open the card up for editing by anyone. If this box remains unchecked, only Administrators and Moderators can edit the card.
Save
Saves your changes.
Cancel
Cancels your changes.
<b> </b> | Bold | <b>Example</b> |
<i> </i> | Italic | <i>Example</i> |
<size= > </size> | Changes text size | <size=40>Example</size> |
<color= > </color> | Changes text color | <color=red>Example</color> <color=#d694c8>Example</color> |
Moderators Can Edit |
Pops Out |
Minimum Font Size | Sets the smallest possible font size for the text display. |
Maximum Font Size | Sets the largest possible font size for the text display. |
Breakroom's built-in tour camera system can help you boost visitor engagement and streamline the orientation process. Read on for information about designing custom visual tours of your region.
The Breakroom Tour Camera system allows you to design and implement customized visual tours of your region. This powerful tool can be used to highlight networking areas, visually illustrate the steps necessary to complete a task, or generate excitement about the various activities available in a particular region—the possibilities are endless.
In your inventory, you will see the Breakroom Tour Camera system represented by this icon:
To install this object in your region, see the instructions below or consult our Region Editor documentation.
Users can launch your custom region tour at any time by clicking the Take Tour button in the Start Here UI. To exit the tour at any point, they can press the Esc key.
If you do not have the Start Here UI installed in your region, users will not have access to the Take Tour button. If you prefer, you can trigger your tour using a Lua script. Please note that Breakroom does not offer individualized Lua support.
To add the Breakroom Tour Cameras object to your region, follow the quick-guide steps below. You can also consult our Region Editor documentation for more tips and tricks.
Click the Edit Region button located at the bottom of your screen.
Click the Inventory button in the bottom right toolbar.
Search for the Breakroom Tour Cameras object in your inventory, and drag it into your region.
The primary Breakroom Tour Cameras object does not need to be located close to the areas you want to film. It can be located anywhere in your region. For convenience and consistency, we recommend that you manually edit the object's Transform component value to set it at the 0,0,0 location in your region.
The Breakroom Tour Cameras object contains several preconfigured cameras that can be set up in your region. You can use one or all of these cameras to create your custom region tour—the choice is up to you.
You can locate the tour camera system's individual cameras by following the steps below.
Click the Edit Region button located at the bottom of your screen.
Click the Objects button in the bottom right toolbar.
In the Objects window, search for the Breakroom Tour Cameras object.
Click the > arrow located to the left of the Breakroom Tour Cameras object to expand it, and locate the Cameras object.
Click the > arrow located to the left of the Cameras object to expand it.
Each camera type offers a unique approach to viewing your region.
Each camera in the Breakroom Camera Tour object can be activated or deactivated as necessary. If a camera is active, then its "view" will be included in your custom tour. If a camera is deactivated, it will not be included in your custom tour.
To activate a camera, click the eye icon located to the right of its name. (When active, the eye icon will appear bright white.) To deactivate a camera, click the eye icon again (when deactivated, the camera's name and its icon set will appear grayed out).
The Breakroom Tour Cameras can be edited in a variety of ways to achieve dramatic effects.
While the Breakroom Tour Cameras object can be placed at 0,0,0 in your region, the individual tour cameras must be moved into position to capture the scenes you want to include in your tour. Many of the camera types include arrows and other markers designed to help with positioning.
Here we see a close-up of the Pan Left Camera, with arrows indicating the direction the camera is facing and the path it will follow. The camera's track is highlighted in green.
Here we see the Zoom Out Camera, with icons indicating the camera focus point (the mountain) and the path and direction the camera will travel (down the highlighted green track, pulling away from its starting point).
Here we see the Orbit Camera, where the camera focus point (the mountain) will remain in the center. The camera will circle this focus point.
To edit the position of individual cameras in your region, follow these steps.
Click the Edit Region button located at the bottom of your screen.
Click the Objects button in the bottom right toolbar.
In the Objects window, search for the Breakroom Tour Cameras object.
Click the > arrow located to the left of the Breakroom Tour Cameras object to expand it, and locate the Cameras object.
Click the > arrow located to the left of the Cameras object to expand it.
Click on the individual tour camera you want to position in order to highlight it.
Use the Region Editor's object positioning and editing tools to place the tour camera where you want it. Alternatively, you can manually edit the tour camera's Transform values.
When you are satisfied, click the Save and Close buttons.
You can test your chosen placement and effects by clicking the Take Tour button located in the Start Here UI.
You can use the "Move Object to Camera" button located in the bottom toolbar of the Region Editor to snap a tour camera object to your current camera position (the live camera that you personally control with your mouse and keyboard).
For this tip, we will refer to the individual tour camera object that you want to move as the tour camera, and your own user camera as the working camera.
Each tour camera type will react differently to the position of your working camera.
To position a tour camera using the "Move Object to Camera" function, follow these steps.
Click the Edit Region button located at the bottom of your screen.
Click the Objects button in the bottom right toolbar.
In the Objects window, search for the Breakroom Tour Cameras object.
Click the > arrow located to the left of the Breakroom Tour Cameras object to expand it, and locate the Cameras object.
Click the > arrow located to the left of the Cameras object to expand it.
Click on the individual tour camera you want to position in order to highlight it.
Leaving the tour camera selected, move your live camera into position.
Click the "Move Object to Camera" button located in the bottom toolbar. The tour camera will snap into place.
When you are satisfied, click the Save and Close buttons.
Some individual Breakroom Tour Cameras offer the ability to position the camera focal point independent of the camera track. By changing the relation of the camera's focal point with its animated track, you can achieve unique customized effects.
To position a tour camera's focal point and track independently of one another, follow the steps below.
Click the Edit Region button located at the bottom of your screen.
Click the Objects button in the bottom right toolbar.
In the Objects window, search for the Breakroom Tour Cameras object.
Click the > arrow located to the left of the Breakroom Tour Cameras object to expand it, and locate the Cameras object.
Click the > arrow located to the left of the Cameras object to expand it.
Click on the individual tour camera you want to edit in order to highlight it.
Click the > arrow located to the left of the individual tour camera to expand it. (Note: Not all Breakroom Tour Cameras include a modifiable focal point.)
Click on the Focus or Track object to highlight it. A translation gizmo will superimpose over your chosen object.
Use the Region Editor's object positioning and editing tools to place the Focus or Track where you want it. Alternatively, you can manually edit the tour camera's Transform values or use the "Move Object to Camera" feature detailed above.
When you are satisfied, click the Save and Close buttons.
In addition to editing their physical placement, there are a number of transition and speed options available within each tour camera object. By modifying these, you can add additional interest and drama to your custom region tour.
To locate these options, follow the steps below.
Click the Edit Region button located at the bottom of your screen.
Click the Objects button in the bottom right toolbar.
In the Objects window, search for the Breakroom Tour Cameras object.
Click the > arrow located to the left of the Breakroom Tour Cameras object to expand it, and locate the Cameras object.
Click the > arrow located to the left of the Cameras object to expand it.
Click on the individual tour camera you want to edit in order to highlight it. The Inspector window will launch for that object.
Click the > arrow located to the left of the ScriptingData component.
All of the options under the ScriptingData component can be manually edited by keying words or values into their respective fields. Here is a quick reference chart to get you started.
Currently, Breakroom Tour Cameras support eight different transition types.
Once you have made your changes, click the Save and Close buttons located in the bottom right corner of your screen.
There are additional customization options available under the RoomFurniture component attached to the Breakroom Tour Cameras main object. To locate these, follow the steps below.
Click the Edit Region button located at the bottom of your screen.
Click the Objects button in the bottom right toolbar.
In the Objects window, search for the Breakroom Tour Cameras object. Click on it in order to highlight it. The Inspector window will launch for that object.
Click the > arrow located to the left of the RoomFurniture component.
Here is a quickstart guide to the options contained under the RoomFurniture component.
Once you have made your changes, click the Save and Close buttons located in the bottom right corner of your screen.
Get your users up to speed fast with the Breakroom Orientation Quest. When added to your region, new users can rock a crash course in metaverse logistics and communication—all with a few clicks.
The Breakroom Orientation Quest offers a personalized, self-paced tutorial for users who need help getting around, changing their avatar, and activating their microphone. Located high in the sky, the orientation zone can serve as a relaxed, quiet place for new users to get away from the hubbub and get their virtual feet under them.
For help installing the Breakroom Orientation Quest, please see our Region Editor documentation.
This object is invisible—you can place it anywhere. However, we encourage you to locate it at 0,0,0 in your region by manually editing the Transform component.
The Breakroom Orientation Quest is built using our Quest System. If you're interested in building your own custom quests, please see our Quest System documentation.
When users enter a region that contains the Breakroom Orientation Quest, they'll be welcomed with a pop-up reminding them how to move their avatars. After reviewing this information, they can click the Close button to dismiss the pop-up, or click the Orientation Quest button to teleport to the quest area.
Completing the Orientation Quest is fairly straightforward—helpful robot guides will walk users through every step. Users will learn how to select a starter avatar, how to move through the metaverse, how to use their microphones to talk with other people, and how spatial audio works. If at any time they wish to exit the quest, they can do so by clicking the Go Back button located in the top left corner of the screen.
Add a touch of metaverse magic to your event with whimsical, animated objects that react to avatar proximity. Read on for more information about setting up and using Breakroom Reactives.
Breakroom Reactives are objects with unique animated effects that are triggered by avatar proximity. When added to your Breakroom Regions, they can serve as points of interest and foster the user-avatar bond through moments of unexpected play.
In order for the Breakroom Reactives to work, you will need to place them in your region and edit their features using the Region Editor. The instructions provided below presume an advanced working knowledge of Breakroom. Please consult our documentation if you need help installing and positioning virtual objects, or editing the RoomFurniture component.
Some Breakroom Reactives create effects that include strobing lights, bright flashing colors, and graphics distortions. These effects may be harmful for users with photosensitive epilepsy or other neurological conditions. We respectfully request that Breakroom designers consider their audience when using these effects.
The Breakroom Reactive Blooming Garden will blossom to greet your users as they approach, producing tropical garden plots with functional seating. As users wander away, the gardens will draw back into the ground, waiting to be discovered by the next lucky explorer.
Like many objects in Breakroom, the Reactive Blooming Garden can be scaled up to meet your needs. You could create a giant garden that appears out of nowhere, making your users feel like ants!
Several options for customizing the Breakroom Reactive Blooming Garden can be found under the object's RoomFurniture component. Steps to access the RoomFurniture component and edit its properties are provided below for easy reference.
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 Reactive Blooming Garden 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 RoomFurniture component. Expand this component by clicking the > arrow located to the left of its name.
Edit the properties to your specifications.
Click the Save button to store your changes, and the Close button to exit the Region Editor.
Under the RoomFurniture component, there are two properties you can edit—Max Dist and Min Dist.
This number specifies the radius length of the interaction zone. Once users are N meters away, the Reactive Blooming Garden will begin to sprout out of the ground.
This number specifies the distance at which the Reactive Blooming Garden reaches its full size. Once users are within N meters from the center of the Blooming Garden object, it will stop growing. When users exit this N-meter "inner radius," the Blooming Garden will begin to shrink.
Breakroom Reactive Blooming Mushrooms will sprout as users approach, filling the air with sparkling spores and will o' the wisps. As users step away, the mushrooms will pop back into the ground.
Like many objects in Breakroom, the Reactive Blooming Mushrooms can be scaled to meet your needs. You can set out tiny patches of mushrooms that erupt underfoot as users explore a path, or create a magical mushroom forest!
Like the Breakroom Reactive Blooming Garden, additional options for the Blooming Mushrooms object can be found under its RoomFurniture component. Steps to access the RoomFurniture component and edit its properties are provided below for easy reference.
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 Reactive Blooming Mushroom 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 RoomFurniture component. Expand this component by clicking the > arrow located to the left of its name.
Edit the properties to your specifications.
Click the Save button to store your changes, and the Close button to exit the Region Editor.
Under the RoomFurniture component, there are two properties you can edit—Max Dist and Min Dist.
This number specifies the radius length of the interaction zone. Once users are N meters away, the Reactive Blooming Mushrooms will begin to sprout out of the ground.
This number specifies the distance at which the Reactive Blooming Mushrooms reach full size. Once users are within N meters from the center of the Blooming Mushrooms object, it will stop growing. When users exit this N-meter "inner radius," the Blooming Mushrooms will begin to shrink.
Breakroom Reactive Glitches will warp metaversal reality as your avatars draw close to the pulsating "glitch ball," creating unique environmental effects.
The effects contained within the Breakroom Reactive Glitches object make use of strobing lights, bright flashing colors, and graphics distortions. These effects may be harmful for users with photosensitive epilepsy or other neurological conditions.
Additional options for the Reactive Glitches object can be found under its RoomFurniture component. Steps to access the RoomFurniture component and edit its properties are provided below for easy reference.
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 Breakroom Reactive Glitches 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 RoomFurniture component. Expand this component by clicking the > arrow located to the left of its name.
Edit the properties to your specifications.
Click the Save button to store your changes, and the Close button to exit the Region Editor.
Under the RoomFurniture component, there are several properties you can edit—Max Dist, Min Dist, Max Time, Min Time, and Cycles.
This number specifies the radius length of the interaction zone. Once users are N meters away from the Reactive Glitches ball, the glitch effects will be activated. Toward the outer point of this radius, glitch effects will appear more infrequently.
This number specifies the distance at which the glitches reach full effect. Users who stand within this inner radius of N meters from the center of the Reactive Glitches ball will see glitch effects far more frequently.
This number specifies the time frequency, in seconds, of glitch effects within the outer bounds of the Max Dist interaction zone.
This number specifies the time frequency, in seconds, of glitch effects within the Min Dist interaction zone.
If enabled, all ten glitch effects will play in random order with no repeats. Once all ten effects have been played, they will be cycled again at random. If disabled, glitches will play at random, potentially with repeats.
Breakroom Reactive Tendrils are triggered by avatar proximity. Watch them dance, wriggle, and stretch toward your avatar as you move past, only to freeze in position when you go still.
Breakroom Reactive Tendrils are glowing objects that appear to move through virtual space. This effect may be harmful for users with photosensitive epilepsy or other neurological conditions.
Additional options for the Breakroom Reactive Tendrils object can be found under its RoomFurniture component. Steps to access the RoomFurniture component and edit its properties are provided below for easy reference.
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 Breakroom Proximity Particles (Tendrils) 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 RoomFurniture component. Expand this component by clicking the > arrow located to the left of its name.
Edit the properties to your specifications.
Click the Save button to store your changes, and the Close button to exit the Region Editor.
Under the RoomFurniture component, there are several properties you can edit—Max Dist, Speed, Max Speed, and Die Off.
This number specifies the radius length of the interaction zone. Once users are N meters away from the Reactive Tendrils, they will appear and begin to respond to avatar movement.
This number specifies the lowest speed at which the tendrils will move.
This number specifies the fastest speed at which the tendrils will move.
If enabled, tendrils will shrink and disappear when an avatar leaves the interaction zone. If disabled, tendrils will freeze in place until activated by an avatar's proximity.
Breakroom Reactive Rain is triggered by avatar proximity. Race through a squall of splashing raindrops that slow and stop in time with your avatar's movements.
Additional options for the Breakroom Reactive Rain object can be found under its RoomFurniture component. Steps to access the RoomFurniture component and edit its properties are provided below for easy reference.
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 Breakroom Proximity Particles (Rain) 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 RoomFurniture component. Expand this component by clicking the > arrow located to the left of its name.
Edit the properties to your specifications.
Click the Save button to store your changes, and the Close button to exit the Region Editor.
Under the RoomFurniture component, there are several properties you can edit—Max Dist, Speed, Max Speed, and Die Off.
This number specifies the radius length of the interaction zone. Once users are N meters away from the Reactive Rain object, raindrops will appear and begin to respond to avatar movement.
This number specifies the lowest speed at which the raindrops will fall.
This number specifies the fastest speed at which the raindrops will fall.
If enabled, raindrops will disappear when an avatar leaves the interaction zone. If disabled, raindrops will freeze in place until activated again.
The Breakroom Reactive Welcome Drone greets region visitors, offers a few quick orientation reminders, and then takes their photo to display on a welcome poster. Each user will see their own photo on the poster object, allowing you to offer a truly personalized experience. Users can click the Take Photo Again button on the poster to retake their picture at any time.
Additional options for the Breakroom Welcome Drone object can be found under its RoomFurniture component. Steps to access the RoomFurniture component and edit its properties are provided below for easy reference.
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 Breakroom Welcome Drone 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 RoomFurniture component. Expand this component by clicking the > arrow located to the left of its name.
Edit the properties to your specifications.
Click the Save button to store your changes, and the Close button to exit the Region Editor.
Under the RoomFurniture component, there are two properties you can edit—Freeze Player and Welcome Text.
If enabled, this option will lock the player's avatar into position during the Welcome Drone's speech, preventing them from exiting the area until they've had their photo taken.
One of these ten text boxes will be selected at random to caption the player's photo. Any text entered into the chosen field will be displayed along with the avatar's name (e.g. Looking good will display on the poster as Looking good Avatar Name!).
Additionally, you can choose between multiple voice options for the Welcome Drone. To do so, follow these steps.
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 Breakroom Welcome Drone object you want to edit. (Tip: You can use the search field at the top of the window to search for a specific object.)
Expand the Breakroom Welcome Drone object by clicking the > arrow located to the left of its name. Continue to expand from Target Follower > Follower > Voices.
Locate the Voice object you want to edit (Drone, Male, or Female), and click on it to launch the Inspector window.
In the Inspector window, toggle the Is Active option as needed.
Click the Save button to store your changes, and the Close button to exit the Region Editor.
If more than one voice set is enabled, the Welcome Drone will use the last voice enabled in the list.
The Breakroom Reactive Waypoint Blimp lets you take branding to a whole new level. Designed to circle overhead bearing your custom signage, users can individually interact with the blimp by summoning it for a low-fly pass.
The Breakroom Reactive Waypoint Blimp is visible to all users in the region, though its location may vary. An individual low-fly pass request is only visible to the avatar who triggers it.
The Breakroom Waypoint Blimp's flight path can be customized by adjusting the number and location of its built-in Waypoint Spheres. Steps to locate the Waypoint Spheres are provided below for easy reference.
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 Breakroom Waypoint Blimp object you want to edit. (Tip: You can use the search field at the top of the window to search for a specific object.)
Expand the Breakroom Waypoint Blimp object by clicking the > arrow located to the left of its name. Continue to expand from Waypoint Group Interruptable > Waypoints.
Locate the Waypoint Sphere object you want to edit.
To reposition a Waypoint Sphere, click on its name in the Objects window to highlight it. Using the Region Editor tools or the Transform component, move the object to meet your specifications.
To toggle a Waypoint Sphere on or off, click the eye icon located to the right of its name in the Objects window.
Click the Save button to store your changes, and the Close button to exit the Region Editor.
In addition to customizing the Breakroom Waypoint Blimp's flight path, you can customize its Start Point and Interrupt Point (where the Blimp will divert for its low-fly pass). To do so, follow the steps outlined above, locating and acting on the following objects:
Breakroom Waypoint Blimp > Waypoint Group Interruptable > Start Point
Breakroom Waypoint Blimp > Waypoint Group Interruptable > Interrupt Waypoint
The Breakroom Waypoint Blimp's settings menu can be accessed by clicking the Blimp itself, or by clicking the "Low Flying Aircraft" sign near the trigger point.
Clickable objects have a maximum interaction range. If clicking the Blimp or the sign does nothing, try moving closer.
To change the image displayed on the side of the Breakroom Waypoint Blimp, follow these steps:
Locate the Breakroom Waypoint Blimp object you want to edit.
Click on the Blimp or its associated sign to open the settings panel.
To choose an image you've already uploaded to Breakroom, click the Image Library button. This will open the image picker. Click on the image you want to use.
To upload a new image from your computer, or click the Upload New Image button. This will open a standard file picker on your computer. Locate the image you want to use, click on it, and then click the Open button.
The Blimp will only display a narrow slice of your chosen image. Use the Image Offset scroll bar to adjust which part of the image appears (0.50 will center the image vertically.)
When you're satisfied with your changes, click the Save and Close button.
The Breakroom Reactive Waypoint Whale can be summoned by adventurous avatars who wander near its trigger point. After witnessing its dramatic emergence from a sky portal, avatars can then watch the whale take a tour of the region.
The Breakroom Reactive Waypoint Whale is only visible to the avatar that triggers it.
The Breakroom Waypoint Whale's flight path can be customized by adjusting the number and location of its built-in Waypoint Spheres. Steps to locate the Waypoint Spheres are provided below for easy reference.
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 Breakroom Waypoint Whale object you want to edit. (Tip: You can use the search field at the top of the window to search for a specific object.)
Expand the Breakroom Waypoint Whale object by clicking the > arrow located to the left of its name. Continue to expand from Waypoint Group Interruptable > Waypoints.
Locate the Waypoint Sphere object you want to edit.
To reposition a Waypoint Sphere, click on its name in the Objects window to highlight it. Using the Region Editor tools or the Transform component, move the object to meet your specifications.
To toggle a Waypoint Sphere on or off, click the eye icon located to the right of its name in the Objects window.
Click the Save button to store your changes, and the Close button to exit the Region Editor.
In addition to customizing the Breakroom Waypoint Whale's flight path, you can customize its Start Point (where the whale emerges from the sky portal). To do so, follow the steps outlined above, locating and acting on the following object:
Breakroom Waypoint Whale > Waypoint Group Interruptable > Start Point
During the initial cinematic, the Waypoint Whale will emerge from the Start Point portal and fly towards Waypoint Sphere 1. If Waypoint Sphere 1 is positioned above or across from the Start Point, the whale will fly horizontally through the clouds or fly upwards, compromising the intended effect. As a general rule, it's good practice to move the Start Point and Waypoint Sphere 1 together, or leave them in position and edit the other waypoints.
Give your users a head start by installing one of Breakroom's instrumental onboarding tools. The Start Here UI allows users to select a starter avatar and access tutorials.
The Breakroom Start Here UI (sometimes referred to as the Start Here panel) forms an integral part of the Breakroom conferencing system, and comes pre-equipped in most Breakroom region templates. Depending on the setup of your region, visitors may be able to:
Select an avatar from your default avatar collection
Access help videos
Visit your custom triage zone
Many of these buttons are optional, or will only appear if you have the related functionality equipped in your region. For more information about setting up tour cameras or a triage zone, please consult the linked documentation.
There may be times when you may not want the Start Here UI to appear in a region (for example, if you're hosting an event for seasoned Breakroom users who do not require access to tutorial videos or default avatars). To delete the Start Here UI from a region that currently contains it, or to temporarily disable the Start Here UI without deleting it, follow these steps.
Open the Region Editor by clicking the Edit Region button located at the bottom of your screen.
In the Objects window, expand the room floor by clicking the > arrow located to the left of its name. Locate the Breakroom Start Here UI object. (Alternatively, you can search for "Start Here UI" in the search field.)
To delete the Start Here UI: To the right of the Breakroom Start Here UI, you'll see a trash can icon. Click this icon to delete the object from the region. You will see the Start Here UI disappear from your screen, and see the Breakroom Start Here UI object disappear from the Objects window.
To temporarily disable the Start Here UI: To the right of the Breakroom Start Here UI, you'll see an eye icon. Click this icon to temporarily disable or "mute" the panel. You will see the Start Here panel disappear from your screen, while the Breakroom Start Here UI object remains in the Objects window.
Click the Save button in the bottom right corner to save your work. Click the Close button to exit the Region Editor.
To install the Breakroom Start Here UI in a region, or to reactivate it, follow the steps below.
Open the Region Editor by clicking the Edit Region button located at the bottom of your screen.
To install the UI panel:
Open your Inventory by clicking on the Inventory button at the bottom of the screen.
Click on the object icon. Then click on a location in your region to place the Start Here UI down. (Note: This object is invisible—you can place it anywhere. However, we encourage you to locate it at 0,0,0 in your region by manually editing the Transform component.)
To reactivate a disabled UI panel: In the Objects window, expand the room floor. Locate the Breakroom Start Here UI object. Click the eye icon associated with the object.
Click the Save button in the bottom right corner to save your work. Click the Close button to exit the Region Editor.
Once these steps are completed, the Breakroom Start Here UI will appear on your screen. The Avatar button will automatically give users access to the default avatar collection you've chosen.
Breakroom's easy-install gamification system brings the fun to you! Set up trivia nights, reward your most intrepid virtual explorers, and create magical moments of connection.
The Breakroom Games system allows you to fill your regions with activities and minigames that your users can complete for points. The system includes several required and optional components, which can be combined in order to:
Encourage and reward exploration
Create obstacle courses and scavenger hunts
Host trivia competitions
Foster engagement with social media
In order for the Breakroom Games components to work, you will need to place them in your region and edit their features using the . The instructions provided below presume an advanced working knowledge of Breakroom. Please consult our documentation if you need help and virtual objects, or editing the .
Before we walk through a sample Breakroom Games installation, it’s important to identify the individual system components and describe how they work.
The Breakroom Games Leaderboard object displays the ten highest scores for a single game in the region, as well as the individual viewer’s personal score. A single game can consist of one or more activity and minigame objects (e.g. a Leaderboard may show scores for a single Trivia object, or it may show the combined scores for ten separate Clickable objects set up for a scavenger hunt).
Open the Region Editor by clicking the Edit Region button at the bottom of your screen.
In the Objects window, locate the Breakroom Games Leaderboard 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 RoomFurniture component. Expand this component by clicking the > arrow located to the left of its name.
In the Game field, enter the name of the game you want to track.
Click the Save button to store your changes, and the Close button to exit the Region Editor.
Each Breakroom Games Leaderboard object you set up will track points for a single game. It is important to emphasize that a single game can consist of one or more activity and minigame objects. You can set up multiple leaderboards within a region, all tracking the same game (for ease of reference) or tracking different games.
For example, you may wish to set up a leaderboard to track a clickable scavenger hunt in one section of your region, and a leaderboard to track trivia points in a pub on the other side of the region. To differentiate these games, you might enter the name Scavenger Hunt into the game objects and leaderboards associated with the hunt, and the name Trivia into the game objects and leaderboards associated with the trivia.
To use the Breakroom Games Leaderboard, simply look at it. You will see the top ten scores for the minigame the leaderboard is set up to track, as well as your personal score in the top right corner.
The Breakroom Games Taskboard object shows all activity and minigame objects associated with a single game, sorted by name and category, and indicates whether the individual viewer has completed those activities. The Taskboard also contains administrative control buttons for resetting and reloading game and user data.
Open the Region Editor by clicking the Edit Region button at the bottom of your screen.
In the Objects window, locate the Breakroom Games Taskboard 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 RoomFurniture component. Expand this component by clicking the > arrow located to the left of its name.
In the Game field, enter the name of the game you want to track.
Click the Save button to store your changes, and the Close button to exit the Region Editor.
Each Breakroom Games Taskboard object you set up will track the activity and minigame objects associated with a single game. It is important to emphasize that a single game can consist of one or more activity and minigame objects. You can set up multiple taskboards within a region, all tracking the same game (for ease of reference) or tracking different games.
Most users only need to look at the Taskboard object in order to use it. When game tasks are completed, a green check mark will appear in the box associated with that task.
Open the Region Editor by clicking the Edit Region button at the bottom of your screen.
In the Objects window, locate the Breakroom Games Reward 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 RoomFurniture component. Expand this component by clicking the > arrow located to the left of its name.
In the Game field, enter the name of the game you want to track.
In the Name field, enter the name of your reward activity (e.g. Reach 10 Points, Find 50 Keys).
In the Points field, enter the number of points you would like to award users for completing the reward activity (optional).
In the Points To Unlock field, enter the number of points users must accumulate to earn the reward.
Click the Save button to store your changes, and the Close button to exit the Region Editor.
Most users will interact with the Reward object in a passive manner. Once they have met the point threshold, they will earn the reward.
Breakroom Games Findable objects are generic, transparent objects that can be placed anywhere in a region. They can be located near something interesting, on top of another object, etc. Findables are triggered by avatar proximity, and can be used to create scavenger hunts or obstacle courses. You can highlight these objects with glowing particles for ease of discovery, or make them completely invisible.
Open the Region Editor by clicking the Edit Region button at the bottom of your screen.
In the Objects window, locate the Breakroom Games Findable 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 RoomFurniture component. Expand this component by clicking the > arrow located to the left of its name.
In the Game field, enter the name of the game that includes the findable activity.
In the Name field, enter the name of the findable activity (this will be listed on the game Taskboard).
In the Points field, enter the number of points you would like to award users for completing the findable activity (optional).
Check the Secret option if you want to turn off the location particles and glow for the findable. This will render the findable completely invisible.
Click the Save button to store your changes, and the Close button to exit the Region Editor.
Findables are triggered by avatar proximity. You can customize the proximity range of a Breakroom Games Findable object by changing the size and shape of its collider. To do so, follow these steps.
Open the Region Editor by clicking the Edit Region button at the bottom of your screen.
In the Objects window, locate the Breakroom Games Findable 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 the > arrow located to the left of the object name to expand it.
Click the Save button to store your changes, and the Close button to exit the Region Editor.
To use a Findable object, all users need to do is move their avatar through its proximity collider. This can be done while walking, running, or flying.
Breakroom Games Clickable objects are generic, transparent objects that can be placed over another object to turn it into a clickable activity. This functionality is ideal for creating scavenger hunts. You can highlight these objects with glowing particles for ease of discovery, or make them completely invisible.
Open the Region Editor by clicking the Edit Region button at the bottom of your screen.
In the Objects window, locate the Breakroom Games Clickable 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 RoomFurniture component. Expand this component by clicking the > arrow located to the left of its name.
In the Game field, enter the name of the game that includes the clickable activity.
In the Name field, enter the name of the clickable activity (this will be listed on the game Taskboard).
In the Points field, enter the number of points you would like to award users for completing the clickable activity (optional).
Check the Secret option if you want to turn off the location particles and glow for the clickable. This will render the clickable completely invisible.
Click the Save button to store your changes, and the Close button to exit the Region Editor.
To use a Clickable object, users just need to click on it.
Breakroom Games Sittable objects are generic, transparent objects that turn the simple action of sitting down into a gamified activity. Both furniture and vehicle seats will work with sittables, allowing you to reward users for attending meetings or participating in fun rallies. You can highlight these objects with glowing particles for ease of discovery, or make them completely invisible.
Open the Region Editor by clicking the Edit Region button at the bottom of your screen.
In the Objects window, locate the Breakroom Games Sittable 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 RoomFurniture component. Expand this component by clicking the > arrow located to the left of its name.
In the Game field, enter the name of the game that includes the sitting activity.
In the Name field, enter the name of the sitting activity (this will be listed on the game Taskboard).
In the Points field, enter the number of points you would like to award users for completing the sitting activity (optional).
Check the Secret option if you want to turn off the location particles and glow for the sittable. This will render the sittable completely invisible.
In the Seat field, enter the name of the seat(s) you would like users to sit on. (See below.)
In the Time field, enter the amount of time users will need to sit in the seat to successfully complete the activity. (Note: Partial times are not recorded. Users must sit in the seat for the full duration in order to complete the activity.)
Click the Save button to store your changes, and the Close button to exit the Region Editor.
When setting up the Breakroom Games Sittable, you must specify which seats qualify for the activity. Because seats can be nested in Breakroom, you can either name a specific seat or refer to a broad grouping of seats.
To use a Sittable object, users just need to sit on a qualifying seat for the specified time duration.
Open the Region Editor by clicking the Edit Region button at the bottom of your screen.
In the Objects window, locate the Breakroom Photo Booth 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 RoomFurniture component. Expand this component by clicking the > arrow located to the left of its name.
In the Game field, enter the name of the game that includes the photo booth activity.
In the Name field, enter the name of the photo booth activity (this will be listed on the game Taskboard).
In the Points field, enter the number of points you would like to award users for completing the photo booth activity (optional).
Check the Secret option if you want to turn off the location particles and glow for the photo booth.
Click the Save button to store your changes, and the Close button to exit the Region Editor.
By default, the Breakroom Photo Booth object includes two seats. This means that two users must sit on it and take a photo in order to complete the activity. You can make any photo booth a one-seater by following these steps.
Open the Region Editor by clicking the Edit Region button at the bottom of your screen.
In the Objects window, locate the Breakroom Photo Booth 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 the > arrow located to the left of the object name to expand it.
Locate the Person 1 and Person 2 seats. To disable one of these, click the eye icon located to the right of its name.
Click the Save button to store your changes, and the Close button to exit the Region Editor.
Open the Region Editor by clicking the Edit Region button at the bottom of your screen.
In the Objects window, locate the Breakroom Tour Cameras 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 RoomFurniture component. Expand this component by clicking the > arrow located to the left of its name.
In the Game field, enter the name of the game that includes the tour activity.
In the Name field, enter the name of the tour activity (this will be listed on the game Taskboard).
In the Points field, enter the number of points you would like to award users for completing the tour activity (optional).
Click the Save button to store your changes, and the Close button to exit the Region Editor.
The Breakroom Games Explorer object is a generic activity that can reward players for walking, running, or flying a certain distance during the same session in the same region.
Open the Region Editor by clicking the Edit Region button at the bottom of your screen.
In the Objects window, locate the Breakroom Games Explorer 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 RoomFurniture component. Expand this component by clicking the > arrow located to the left of its name.
In the Game field, enter the name of the game that includes the explorer activity.
In the Name field, enter the name of the explorer activity (this will be listed on the game Taskboard).
In the Points field, enter the number of points you would like to award users for completing the explorer activity (optional).
In the Distance field, enter the number of meters you want users to cover during the explorer activity.
Check the While Flying option if you want flight distance to count toward the explorer activity.
Check the While Walking option if you want walking distance to count toward the explorer activity.
Check the While Running option if you want running distance to count toward the explorer activity.
Click the Save button to store your changes, and the Close button to exit the Region Editor.
To complete an explorer task, users simply need to walk, run, or fly the distance indicated by the Explorer object settings. Please note that if a user logs out before earning a reward, their progress toward that reward will not be saved (i.e. if a user walks 50/100 meters and logs out, they will start at 0 meters when they log in again). Any large abrupt movement will be treated as a teleport and the meters for it will not be calculated.
Open the Region Editor by clicking the Edit Region button at the bottom of your screen.
In the Objects window, locate the Breakroom Games Sightseeing 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 RoomFurniture component. Expand this component by clicking the > arrow located to the left of its name.
In the Game field, enter the name of the game that includes the sightseeing activity.
In the Name field, enter the name of the sightseeing activity (this will be listed on the game Taskboard).
In the Points field, enter the number of points you would like to award users for completing the sightseeing activity (optional).
In the Zone Name field, enter the zone name keyword you would like to count toward the sightseeing activity. (E.g. all zones that have Breakout in their name, all zones that have Pavilion in their name, etc. As long as the keyword appears somewhere in the zone name, the rest of the zone name doesn't matter.)
In the Zone Count field, enter the number of zones you would like users to visit in order to complete the sightseeing activity.
Click the Save button to store your changes, and the Close button to exit the Region Editor.
To complete the sightseeing activity, users simply need to visit the correct number of zones that meet the keyword criteria.
The Breakroom Games Trivia object is a trivia minigame where a quizmaster must initiate questions that can then be answered by anyone in the region. Points are awarded based on question difficulty.
Open the Region Editor by clicking the Edit Region button at the bottom of your screen.
In the Objects window, locate the Breakroom Games Trivia 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 RoomFurniture component. Expand this component by clicking the > arrow located to the left of its name.
In the Game field, enter the name of the game that includes the trivia minigame.
In the Name field, enter the name of the trivia minigame (this will be listed on the game Taskboard).
In the Easy Points field, enter the number of points you would like to award users for correctly answering an easy question (optional).
In the Medium Points field, enter the number of points you would like to award users for correctly answering a medium question (optional).
In the Hard Points field, enter the number of points you would like to award users for correctly answering a hard question (optional).
Click the Save button to store your changes, and the Close button to exit the Region Editor.
The trivia question category
The question format
The question difficulty
How much time users have to answer the question
The Quizmaster can then click the GO! button to begin the trivia round. When the trivia game is over, clicking the Close Quizmaster button will dismiss the Quizmaster panel.
Within the timeframe specified by the Quizmaster, all trivia participants are permitted to answer the active trivia question. Users must click on their preferred response, and will not have the ability to change their answer. All correct answers will be rewarded. This means that theoretically, a trivia game could end with everyone being a winner!
Now that we understand the different Breakroom Games system components and how they work together, let's take a look at some sample games set up in a region.
When a user looks at the Leaderboard object, they will see the ten highest scores for the game. Their own score is displayed on the ribbon located in the top right-hand corner, even if their name doesn't appear in the top ten list.
All of the activity and minigame objects listed on the Taskboard object, as well as the associated Leaderboard object, have Upward Con specified as their object Game property. This game name is what ties the objects together, ensuring that they work as a unit.
It is important to note that some Breakroom Games objects allow you to enter an activity name as well as a game name. Here you can see that for the statue clickable, the Game property is set to Upward Con. However, the Name property is set to Find Our Logo Statue. This activity name appears on the Taskboard object, so users can more easily understand the steps they need to take to complete an activity.
To help keep things organized, it's important to remember that you can customize any object's Display Name in the Inspector window. This can make it easier to locate and search for objects in the Objects window. Here, for example, we can see that the two trivia rewards are named "Breakroom Games Reward Trivia" and "Breakroom Games Reward Trivia 2," respectively. The Leaderboard and Taskboard objects also have Trivia appended to their Display Names, making them easy to recognize.
Notice that both trivia Reward objects have their Game property set to Trivia Night, and both have been set up to award points for reaching a certain point threshold. This, of course, is completely optional, and rewards may simply be standalone achievements.
If you have access to 360° wraparound video, you can offer your users unrivaled, immersive A/V experiences. Learn how to install and configure the Breakroom 360° Video Player here.
The Breakroom 360° Video Player is still in beta, and is not available for most users.
The Breakroom 360° Video Player is a spherical theater designed to play 360-degree videos on demand. 360° video is ideal for training simulations, onboarding exercises, mindfulness or meditation sessions, and many other exciting applications.
To set up the 360° video player in your region, please see our .
The Breakroom 360° Video Player is designed to work with 360° videos hosted on YouTube or Amazon AWS. We do not currently support videos hosted on Vimeo.
For best performance, we recommend hosting your video as an MP4 file on a cloud server (such as ).
If a YouTube video is DRM-controlled or monetized, you will not be able to stream it through the Breakroom 360° video player. Please be aware that YouTube may automatically apply DRM restrictions to a video if it detects the presence of copyrighted materials (such as background music).
To use the Breakroom 360° Video Player after adding it to a region, click on the sphere to bring up the video player menu. You will see a button that says Teleport to Sphere. Click this, and you will be teleported inside, where the video will begin to play automatically.
To leave the 360° video player. click on the Leave button located at the bottom of the viewer screen. The video will stop, and you will be teleported back outside.
Click the Edit Region button located at the bottom of your screen.
Click the Inventory button in the bottom right toolbar.
Search for the Breakroom 360 video player in your inventory, and drag the item into your region.
To configure your 360° video player, follow these steps.
Click on the sphere to access the 360° video player menu.
Click the Settings button (this only works for Administrators). This will bring up the configuration menu.
Enter the link for your video in the video address field.
Click the Save button, followed by the Close button.
The 360° video player makes use of two built-in landing points. The first, TeleportPos1, marks the point inside the sphere where users will land when they teleport inside. The second landing point, TeleportPos2, marks the point where users will land when they exit the player. For the sake of immersion or convenience, this second landing point can be moved anywhere in the region.
Click the Edit Region button located at the bottom of your screen.
Click the Objects button in the bottom right toolbar.
Search for the Breakroom 360° Video Player in the Objects window, and expand it by clicking the > arrow beside it.
Click on the TeleportPos2 component to highlight it. This will open the Inspector window for that object.
When you are satisfied, click the Save and Close buttons.
Important note: In order to offer the best possible experience, we recommend that you do not change the position of TeleportPos1.
The Breakroom 360° Video Player transmits usage analytics to Breakroom's advanced analytics panel, reporting when a user plays a video. If you have multiple screens equipped throughout your world, advanced analytics will also tell you which videos are being played.
If set to ON, will be able to access the control panel. This means that they can edit the kiosk settings, delete existing text, and enter new text.
If set to ON, sign will "pop out" to user screen when users enter the . The offset and scale of this pop-out can be customized by entering values into the associated fields.
Camera type | Behavior |
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Tour camera type | "Move Object to Camera" behavior |
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ScriptingData camera option | Purpose or result |
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Transition | Effect |
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RoomFurniture component option | Purpose or effect |
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In your inventory, you'll see the Breakroom Orientation Quest represented by this icon:
In your inventory, you'll see the Breakroom Start Here UI object represented by this icon:
Within your inventory, locate the starter pack item called Breakroom Start Here UI. It's represented by this icon:
In your inventory, you'll see the Breakroom Games Leaderboard represented by this icon:
After and the Breakroom Games Leaderboard object in your region, you will need to edit its . The steps below are provided for easy reference.
Click the Objects Button to launch the .
Click the Reload Game button on your region's .
In your inventory, you'll see the Breakroom Games Taskboard represented by this icon:
After and the Breakroom Games Taskboard object in your region, you will need to edit its . The steps below are provided for easy reference.
Click the Objects Button to launch the .
Click the Reload Game button on your region's .
To build on the example given , after you set up two separate games in your region (named Trivia and Scavenger Hunt, respectively), you may want to add two different taskboards set to track the tasks associated with those games.
Users with or (including world Owners) can access additional administrative functions through the Taskboard object.
Button | Function |
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The Breakroom Games Reward object is a generic reward system that unlocks after a player reaches a certain point threshold. Currently the Reward object can only be used as a simple “completion” indicator, but in the future you will be able to reward your players with achievements and .
Like the and objects, each Reward object can be set up to track a single game. This means that only points earned on activities and minigames associated with that game will count toward the reward. Multiple Reward objects can be set up for the same game.
In your inventory, you'll see the Breakroom Games Reward object represented by this icon:
After and the Breakroom Games Reward object in your region, you will need to edit its . The steps below are provided for easy reference.
As with all invisible system objects, we recommend editing the to place the Breakroom Games Reward object at 0,0,0. This keeps things tidy in your region!
Click the Objects Button to launch the .
Click the Reload Game button on your region's .
In your inventory, you'll see the Breakroom Games Findable object represented by this icon:
After and a Breakroom Games Findable object in your region, you will need to edit its . The steps below are provided for easy reference.
Click the Objects Button to launch the .
Click the Reload Game button on your region's .
Click the Objects Button to launch the .
Click on the Findable Collider component to highlight it. the Findable Collider to meet your specifications.
Click the Reload Game button on your region's .
Findables are a great way to set up an obstacle course for your users. Set out some pillars with Findable objects on top, and challenge your users to between them! Create rings in the sky with Findable objects inside, and see if your users can nail those sudden 90° turns while ! Also, did you know that the Points property associated with any activity or minigame object can be 0, as well as a negative number? That means you can set up a Findable object that "awards" negative points under your obstacle course for an additional dose of drama!
In your inventory, you'll see the Breakroom Games Clickable object represented by this icon:
After and a Breakroom Games Clickable object in your region, you will need to edit its . The steps below are provided for easy reference.
Click the Objects Button to launch the .
Click the Reload Game button on your region's .
In your inventory, you'll see the Breakroom Games Sittable object represented by this icon:
After and a Breakroom Games Sittable object in your region, you will need to edit its . The steps below are provided for easy reference.
Click the Objects Button to launch the .
Click the Reload Game button on your region's .
In the image above, a object has been expanded in the Objects window to reveal its individual stools. If you enter the term Breakroom into the Sittable object's Name field, then users may sit on any stool in order to complete the activity. However, if you enter the term Breakroom Stool (11), then only that specific stool will qualify. If you have multiple copies of Breakroom Stool (11) in your region, both seats will qualify.
A standard Breakroom Photo Booth can be transformed into an activity by entering any value into the object Game property. Photo Booths can be set up so that one or two users are required to complete the activity. You can highlight these objects with glowing particles for ease of discovery, or make them completely invisible. Peppering your region with Photo Booths incentivizes use of Breakroom's , which also gives users the opportunity to share their virtual photos on social media.
In your inventory, you'll see the Breakroom Photo Booth object represented by this icon:
After and a Breakroom Photo Booth object in your region, you will need to edit its to make it work with the Breakroom Games system. The steps below are provided for easy reference.
Click the Objects Button to launch the .
Click the Reload Game button on your region's .
Click the Objects Button to launch the .
Click the Reload Game button on your region's .
To successfully complete a photo booth activity, one or two users must click on the seat icons and take a snapshot using Breakroom's .
The can also be turned into an activity by entering any value into the object Game property. This encourages users to take your region tour and learn more about their virtual world.
In your inventory, you'll see the Breakroom Tour Cameras object represented by this icon:
Detailed information about installing and editing the Breakroom Tour Cameras can be found .
After installing a Breakroom Tour Cameras object in your region, you will need to edit its to make it work with the Breakroom Games system. The steps below are provided for easy reference.
Click the Objects Button to launch the .
Click the Reload Game button on your region's .
To complete the tour task, all users need to do is click the Take Tour button in the . Please note that activity requirements will not be met if users stop the tour prematurely. Users must watch the tour the entire way through to earn points.
In your inventory, you'll see the Breakroom Games Explorer object represented by this icon:
After and a Breakroom Games Explorer object in your region, you will need to edit its . The steps below are provided for easy reference.
As with all invisible system objects, we recommend editing the to place the Breakroom Games Explorer object at 0,0,0. This keeps things tidy in your region!
Click the Objects Button to launch the .
Click the Reload Game button on your region's .
The Breakroom Games Sightseeing object is a generic activity that allows players to be rewarded for visiting a certain number of unique or . This activity requires that the be set up in the same region.
In your inventory, you'll see the Breakroom Games Sightseeing object represented by this icon:
After and a Breakroom Games Sightseeing object in your region, you will need to edit its . The steps below are provided for easy reference.
As with all invisible system objects, we recommend editing the to place the Breakroom Games Sightseeing object at 0,0,0. This keeps things tidy in your region!
Click the Objects Button to launch the .
Click the Reload Game button on your region's .
In your inventory, you'll see the Breakroom Games Trivia object represented by this icon:
After and a Breakroom Games Trivia object in your region, you will need to edit its . The steps below are provided for easy reference.
Click the Objects Button to launch the .
Click the Reload Game button on your region's .
Any user with (hereafter referred to as the Quizmaster) can click the Open Quizmaster button on the Breakroom Games Trivia object. Doing so opens a panel where the Quizmaster can select:
Here we see a and a set up to track the same game (Upward Con). This game consists of an obstacle course, a single-item scavenger hunt, a photo booth, exploration activities, and a 10-point reward.
Meanwhile, we also have a trivia board set up in the same region. Notice how the , as well as the Leaderboard and Taskboard objects, all have Trivia Night specified as their object Game property. This allows the objects to function together, and also sets this minigame apart as a separate game, with its own scoring and rewards system. Points earned in this trivia minigame will not appear on the Upward Con leaderboard, and vice versa.
On the Taskboard object, you can also see that we have set up two separate rewards just for the trivia game. This is accomplished by setting out multiple and editing their RoomFurniture component properties to meet your specifications.
To set up a 360° video player in your region, follow the quick-guide steps below. You can also consult our for more tips and tricks.
Position the video player in your desired location by using the in the bottom left toolbar, or by highlighting the video player in the Objects menu and .
To move the Teleport2Pos landing point, follow the quick-guide steps below. You can also consult our for more tips and tricks.
Position the TeleportPos2 component in your desired location by using the in the bottom left toolbar, or by in the Inspector window.
Orbit
Performs a close-end 360° orbit around a center focal point.
Wide Orbit
Performs a wider 360° orbit around a center focal point.
Zoom In
"Pushes in" along a fixed track.
Zoom Out
"Pulls out" along a fixed track.
Pan Right
Shifts from left to right along a fixed track.
Pan Left
Shifts from right to left along a fixed track.
Orbit/Wide Orbit Cameras
The camera focus will snap to the location of your working camera.
Zoom In Camera
The camera track's start point will snap to the location of your working camera.
Zoom Out Camera
The camera track's end point will snap to the location of your working camera.
Pan Right/Left Cameras
The camera track's center point will snap to the location of your working camera.
Speed
By default, each tour camera takes 5 seconds to move along its associated track. By editing the multiplier value in this field, you can change how fast that individual camera travels during your tour. (For example, entering a value of 0.5 would halve the default speed. The camera would then take 10 seconds to travel along its track.)
FOV (Field of View)
FOV refers to how much of the region an individual tour camera can see, or how focused that camera is on a particular object or scene. The default value is 50. The lower the number, the more focused the camera will be. If you "pull out" the camera too much (beyond a field value of 70-75), you may see a fisheye distortion.
Caption
You can use this field to enter a caption for each individual camera view, which will then be displayed at the bottom of the screen. If this field is blank, no words will appear at the bottom of the screen.
Order
This option refers to the camera order in your final tour. The default value is 1, which means that all cameras have the same priority. Therefore, they will be played in the same order as they appear in the Objects window. You can manually order your chosen tour cameras by assigning them individual numbers, or you can create priority groups that will then play in the order in which they appear in the Objects window. (E.g. all priority 1s play first, then all priority 2s, etc.)
Transition
Here you can change how each tour camera view transitions into the one that follows. Transition options are described in more detail below.
Loops (only on Orbit Cameras)
This value refers to the number of times the camera travels along its circular track, and defaults to 1. You can edit this value to make the camera complete multiple loops (ex: 3) or partial loops (ex: 0.5, which would be a 180° arc).
Fade White
A blended fade into the next scene through a white screen.
Fade Black
Same as above, but with a black screen.
Wipe White
A horizontal wipe into the next scene through a white screen.
Wipe Black
Same as above, but with a black screen.
Door White
A close shot into the middle, then opening up from the middle into the next scene, through a white background.
Door Black
Same as above, but with a black background.
Spin White
A spinning effect into the next scene through a white screen.
Spin Black
Same as above, but with a black screen.
Hide Interface
If ticked, this option hides the Breakroom UI while the tour is playing.
Randomize Cameras
If ticked, enabled cameras will play in random order for each tour.
Intro Transition
This field can be changed to any of the transition options described above.
Outro Transition
This field can be changed to any of the transition options described above.
Reset Myself | Resets your personal score for the game in question. |
Reset Game | Resets any shared game data (e.g. the current trivia question). |
Reload Game | Reloads the entire game and its components. Does not delete user data (e.g. points earned). |