Using the Region Editor
Breakroom lets you build your space, your way. Use the Region Editor to add and remove objects, edit the sky presets, and undo your work so you can start all over again.
Breakroom's Region Editor gives world Owners and Administrators the power to edit existing regions and any items that they contain. Plaster your exhibition hall with eye-catching posters, brand your vendor booths, or add appealing personal touches like potted plants and comfy sofas—with the Region Editor, almost anything is possible.
The images and tables below are designed to serve as a concise overview of the Region Editor UI. After you've grown comfortable opening the Region Editor and utilizing the various tools and menus it contains, you can build on that foundation by reviewing the child pages in this section. There you'll learn more about placing and moving objects, and explore some of the Region Editor's advanced settings, such as creating custom atmospheric and sky effects.
The location of the Edit Region button.
Once the Region Editor is launched, you'll see several new UI components appear on your screen. These tools give you the ability to inspect and edit different parts of your region. Let's take a look at each part of the Region Editor UI in greater detail.
The Region Editor UI consists of several windows and menus.
The Objects window lists all of the objects in your region. These objects are sorted into different floors, depending on who added them and when they were added.
The room floor (here labeled "Floor_roomfloor") contains any conference system components that you have permission to remove or edit, as well as any objects that you have manually placed in the scene from your own inventory.
Meanwhile, the region floor (here labeled "Town hall low poly") contains the individual 3D assets that comprise the region itself. The contents of this particular floor will vary from region to region.
In the Objects window, you'll notice that the room and region floors have different icon sets associated with them. Here's a quick breakdown of what those icons mean.
The room floor, containing three items. Notice the icons on the right.
The region floor, containing several items. Notice the icons on the right.
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. You can also search for a specific object using the search field.
The Inspector window displayed next to a selected object.
The Inspector window displays more information about the individual objects that make up your region. You can launch it by clicking an on item in the region while in the Region Editor, or by clicking on that item's name in the Objects window.
In the above image, a breakout room has been selected as the active object. You can see that the room is surrounded by a green collider box, and a translate gizmo (or movement compass) is hovering inside. In the Inspector window, you can see that this object contains a number of components. Expanding a component reveals details about this particular breakout room, such as its location and scale.
The Inspector window is an advanced tool that generally tells you what components exist within or on a selected object. If the object is a seat, it will contain a Seat Position component. If the object is a solid wall, it will have a Collider component so that avatars can't pass through it. If the object contains a Lua script, it will have a Script Runtime component attached to it. These individual components can be examined, managed, and potentially modified via the Inspector window.
All objects contain a Transform component which allows you to alter their rotation, position, and scale. This is useful to know, as it gives you a great amount of control over where objects appear in your region.
At the top of the window, you will notice an on/off toggle labeled with the object's name, as well as an "Is Active" checkbox option. These controls are the same. If the toggle is on/box is checked, the object is active and will be rendered and scripted in your region as normal. If the toggle is off/box is unchecked, the object (and all of its children) will not be rendered or scripted for users.
The Inventory window lists all of the virtual objects you currently own. There are two ways to place an object in your region while in the Region Editor.
- 1.Left click on the item in your Inventory window, and then hover your cursor over the ground in your region. You will see the item appear in real time. The item will follow your cursor, allowing you to position it. Click the left mouse button when you want to set the item down.
- 2.Left click and hold on the item in your Inventory window, and drag it into the region. Release the left mouse button, and your item will be placed in the indicated position.
You can switch between Icon view and List view in the Inventory window by clicking the pink View button (highlighted above). You can also use the Search field to find any items you need.
The location of the Advanced button in the Region Editor function button tray.
- Change who owns the room floor.
- Change or reset region materials.*
- Change or reset region lighting.*
- Enable or disable region options.*
- Reset the region as a whole.
The buttons in this toolbar will help you move and manipulate objects within your region. From left to right, here's a brief overview of what each button does. You'll find more comprehensive information about these tools in our editing and moving objects documentation.
If you have no object selected, the buttons pictured above will not appear. Once you select an object, these buttons give you the option to delete the object, duplicate it, or deselect all of your currently selected objects.