Using the Room Editor

Breakroom lets you build your space, your way. Use the Room Editor to add and remove objects, edit the sky presets, and undo your work so you can start all over again.

Overview

Breakroom's Room Editor gives users with Administrator permissions the power to edit existing regions and any items that they contain. Plaster your exhibition hall with eye-catching posters, brand your vendor booths, or add appealing touches like potted plants and cozy sofas -- with the Room Editor, almost anything is possible.

World and region owners become Administrators by default. You can assign region Admin permissions to other users, but we generally recommend that only have as many Admins as you absolutely need.

The images and tables below are designed to serve as a concise overview of the Room Editor UI. After you've grown comfortable opening the Room Editor and utilizing the various tools and menus it contains, you can build on that foundation by reviewing the child pages in this section. There you'll learn more about placing and moving objects, and explore some of the Room Editor's advanced settings, such as creating custom atmospheric and sky effects.

Opening the Room Editor

To open the Room Editor, click the "Edit Room" button located to the right of your bottom toolbar.

Once the Room Editor is launched, you'll see several new UI components appear on your screen. These tools give you the ability to inspect and edit different parts of your region. Let's take a look at each part of the Room Editor UI in greater detail.

The Room Editor UI consists of several windows and menus.

The Objects window

The Objects window displays a list of all of the objects in your region. These objects are sorted into different floors, or drawers, depending on who added them and when they were added. The floor labeled "Floor_roomfloor" (from here referred to as the room floor) shows you only the objects that you have manually placed in the scene from your own inventory. The region floor (here labeled "Town hall low poly") contains the individual 3D assets that comprise the region itself. The contents of this particular floor will vary from region to region.

All objects included in the region floor were uploaded into Breakroom as a whole, as part of one cohesive region. You may be able to toggle visibility on some of these items or edit their settings if the original region uploader elected to make that possible.

You'll notice that the room and region floors feature a different set of icons in the right-hand column. Here's a quick breakdown of what those icons mean.

The Default Floor drawer, containing a single item.

Icon

Function

Eye

Disabling this icon toggles the object's visibility without deleting it. If disabled, the object will not render (be visible) to users, and any scripts it contains will not run.

Lock

Enabling this icon locks the chosen item so that it cannot be moved within the scene, and no further changes can be made to its components.

Trash

Clicking this icon deletes the item entirely from the region.

The Region drawer, containing a few items.

Icon

Function

Eye

Disabling this icon toggles the object's visibility without deleting it. If disabled, the object will not render (be visible) to users, and any scripts it contains will not run.

Lock

Enabling this icon locks the chosen item so that it cannot be moved within the scene, and no further changes can be made to its components.

Reload

Reloads an item so that any changes will be pushed forward.

The top of the Objects window.

You can use the drop-down menu located at the top of the Objects window to filter your objects by type. There's also a convenient search bar.

The Inspector window

The Inspector window displayed next to a selected object.

The Inspector window is designed to give you more information about the individual objects that make up your region. You can launch it by clicking an on item in the region, or by clicking on that item's name in the Objects window.

In the above image, a breakout room has been selected as the active object. You'll see that the room is surrounded by a green box and a translate gizmo (i.e. movement compass) is hovering inside. In the Inspector window, you can see a number of details about the breakout room, such as its location and scale.

The Inspector window is an advanced tool that generally tells you what components exist within or on a selected object. If the object is a seat, it will contain a seat component. If the object is a solid wall, it will have a collider component so that avatars can't pass through it. If the object contains a Lua script, it will have a scripting runtime component attached to it. These individual components can be examined, managed, and potentially modified via the Inspector window.

All objects contain a transform component which allows you to alter their rotation, position, and scale. This is useful to know, as it gives you a great amount of control over where objects appear in your region.

The Inventory window

The inventory window shows you all of the objects you currently own. To place an object in your region, first click on the object icon in your inventory window and then click on the ground in your region. The object will automatically appear.

You can switch between Icon view and List view by clicking the pink View button at the top of the window. You can also use the Search function to find any items you need.

We provide you with a free starter pack of room items that includes video players, web browsers, posters, and other media and branding assets to place within your scene. You can also find unique items to dress up your region in the Breakroom Shop -- such as stylish pieces of furniture, works of art, or quirky conversation starters.

The Advanced window

The Room Editor's advanced options window can be opened by clicking the "Advanced" button located in the function button tray. There are some tools here that are worth reviewing.

The "Reset Room" tab within the Advanced window.

On the left-hand side of the Advanced window, you'll see a number of tabs. It is important to note the "Reset Room" tab, which allows you to reset any and all changes made to components within the region and to reset any materials that have been changed.

The "Materials," "Lights," and "Options" tabs will only be of use to you if the region creator has enabled them. In that case, these tabs can be used to change the color and quality of the lighting, swap materials out on furniture items, and more.

Object positioning and editing tools

The buttons in this toolbar are designed to help you move and manipulate objects within your region. From left to right, here's a brief overview of what each button does. You'll find more comprehensive information about these tools in our editing and moving objects documentation.

Button

Function

Move

Activates the translate gizmo, allowing you to move an object. (You can also toggle this by pressing W on your keyboard.)

Rotate

Activates the rotate gizmo, allowing you to rotate an object. (You can also toggle this by pressing E on your keyboard.)

Scale

Activates the scale gizmo, allowing you to resize an object. (You can also toggle this by pressing R on your keyboard.)

Node Mode

If node mode is activated and "snap nodes" have been installed in both a region and an object, then objects will naturally snap into place when you move them.

Grid Mode

With grid mode activated, you can orient objects on a local grid.

Move Object to Camera

Moves the currently selected object to your camera position.

Local Mode/Global Mode Toggle

With local mode activated, objects can be moved relative to their own position and rotation. With global mode activated, objects can be moved relative to the region itself.

Center/Mesh Pivot Toggle

With center (or "center of mass") mode activated, gizmos will appear within the center of the object's bounding box. With mesh pivot mode activated, gizmos will appear at the object's pivot point.

Undo

Undo your last action.

Redo

Redo your last undone action.

Avatar Move

If enabled, this feature locks your avatar into place while you edit the room. Disabling it gives you the freedom to move your avatar around the room as you edit.

If you have no object selected, the above buttons will not appear. Once you select an object, these buttons give you the option to delete the object, duplicate it, or deselect all of your currently selected objects.

Function buttons

Button

Function

Inventory

Calls up the Inventory window.

Advanced

Calls up the Advanced room settings window.

Objects

Calls up the Objects window.

Terrain

Launches the terrain editing window.

Sky

Launches the sky editing window, documented here.

Floor menu

Allows you to select which floor items will be placed on. Set the drop-down menu to your desired floor, and any objects you set out will be "filed" under that floor in the Objects window.

Save

Saves your room editing progress.

Close

Closes the Room Editor. You will be asked whether you want to save your changes.

Button

Function

Reset Zones

Resets all voice zones (and related navigation UIs) in order to push forward any changes made in the Room Editor.

Visibility

Toggles voice zone visibility on and off. Useful for when you want to edit the objects inside a voice zone without running into camera issues.