Editing and moving objects
Axis, snaps, grids or freeform -- Breakroom helps you slot everything into its proper place. Learn how to manipulate and position objects within the Room Editor.

Overview

Editing objects within Breakroom can take many different forms. Whether you're looking to arrange a welcoming circle of armchairs or just need to resize your company's logo, the Room Editor can help you out.

Moving objects

Translation

By "translating" an object, we're referring to physically moving it along one or more axis. As an example, let's take a look at this Breakroom web browser we've placed in our region.
The colorful arrows visible at the base of the web browser are collectively referred to as the translation gizmo. By grabbing an arrow and pulling on it, you can move an object back and forth along the X, Y, or Z axis. You can also grab one of the squares located at the base of the arrows in order to move an object along multiple axes simultaneously.
To activate the translation gizmo, click the Move button located in the bottom toolbar of the Room Editor, or press the W key on your keyboard while you're in the Room Editor.
To "free move" a selected item through space, hold down the Shift key and drag the highlighted box that appears at the root of the translation gizmo.

Rotation

The rotation gizmo allows you to rotate an object along one or more axes. To activate the translation gizmo, click the Rotate button located in the bottom toolbar of the Room Editor, or press the E key on your keyboard while you're in the Room Editor.
To "free rotate" a selected item, hold down the Shift key and drag the rotation gizmo.

Scaling

The scaling gizmo allows you to resize the object along one or more axes. To activate the scaling gizmo, click the Scale button located in the bottom toolbar of the Room Editor, or press the E key on your keyboard while you're in the Room Editor.
You can resize an object along all three axes at once by holding down the Shift key and dragging the highlighted box that appears at the root of the scaling gizmo.
By combining these three simple tools, you can turn a giant screen fit for a group presentation into a screen that could serve as a personal computer in a vendor booth, and place it wherever you like.
You can move objects quickly and easily using the "Move object to camera" button located in the object positioning and editing tools. This button will move any currently selected object to your camera location. It's especially useful for changing camera angles in voice zones.

Using the Inspector to translate and rotate

In some situations, it may be more efficient to use the Inspector window to translate or rotate an object. By manually changing the location and rotation values stored in an object's Transform component, you can move an object five meters along the X axis, or rotate an object by a precise number of degrees with just a few clicks.
Here we have added a Web Browser object to the region. Its Inspector window is shown on the left.
To locate an object's Transform component, just follow these steps.
  1. 1.
    Open the Room Editor by clicking the Edit Room button at the bottom of your screen.
  2. 2.
    Make sure the Objects window is open by clicking the Objects button located on the bottom right.
  3. 3.
    Locate the object you want to edit in the Objects window, and click on it. This will open the Inspector window for that object.
  4. 4.
    Expand the Transform component in the Inspector window by clicking the > icon located to the left.
  5. 5.
    You will see three attributes (Local Position, Local Euler Angle, and Local Scale). Each attribute contains three fields for the X, Y, and Z axes.
An example of how the Transform component may appear.

Changing an object's position

To change the position of an object, enter the updated location values you prefer (along the X, Y, or Z axis, or any combination of these). Then click the Save button located in the bottom right corner of the Room Editor.

Changing an object's rotation

To change the rotation of an object, enter the updated rotation values you prefer (along the X, Y, or Z axis, or any combination of these). Then click the Save button located in the bottom right corner of the Room Editor.
The "Local Scale" attribute is currently disabled. To scale an object, please refer to the scale gizmo documentation above.

Using node mode

This section is currently under construction. If you have any questions that aren't answered here, please contact our support team.

Using grid mode

You can activate grid mode for every object in your region by clicking the Grid Mode button located in the bottom toolbar of the Room Editor, or by holding down the Ctrl key while manipulating an active object. When you're in grid mode, you'll notice that object translations, rotations, and scaling tend to "snap" along an invisible grid instead of flowing smoothly. This is especially useful when translating items around a scene, allowing you to perform tasks like lining up chairs in neat rows with a minimum of fuss.

Local mode vs. global mode

In the bottom toolbar of the Room Editor, you can choose to orient your objects using either local mode or global mode. In local mode, objects can be translated, rotated, and scaled relative to their own axes.
Here you can see the translation gizmo aligns with the width, length, and height of the object.
In global mode, object manipulation is accomplished relative to the larger region.
Here the translation gizmo aligns with the cardinal directions of the region itself.
Both local and global mode have their uses. Combine global mode with grid mode to lay out a precise flower garden, or use local mode to randomly sprinkle rose petals along a pathway.

Center vs. mesh pivot mode

The Room Editor bottom toolbar allows you to toggle between two pivot points for your objects -- center and mesh pivot. All objects have a mesh pivot point, which is usually located at the object base (where an object might rest on the floor or on a table) or at a natural pivot point, such as the hinges of a door. Alternatively, an object's center point is normally located close to its center of mass, or the center of the bounding box that surrounds it.
The difference between these two points can sometimes be subtle, but it's still a useful distinction to keep in mind. The center or mesh pivot point is where your translation, rotation, and scaling gizmos will appear in the Room Editor, and rotating an object from its center may lead to different results than rotating that same object from its mesh pivot point.
For instance, here we have a palm tree in center mode. If we decide that we want to tip this tree just slightly to the side in order to make it look more natural, the tree is going to rotate around a point midway up the trunk, where the rotation gizmo is located.
The result doesn't appear very natural at all. But what happens if we switch over to mesh pivot point?
The rotation gizmo point drops substantially -- to the natural root of the tree.
And when we rotate the tree, we can get a much more realistic effect. Now we can create stands of wind-blown trees, or create a wild copse of trees on the side of a hill.
Last modified 3d ago