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.