Uploading your own Region

Harness the power of Breakroom's SDK and the Unity game engine to upload your own 3D models and scenes as Regions in your Breakroom World.

iOverview

If you have access to Unity developer resources, you can download the Breakroom SDK and upload custom Regions and furniture items to Breakroom. This section contains illustrated guides outlining each step of the process.

Within our advanced documentation, you may see different words used to describe the same concept or tool. This is because Breakroom is based on the Sinespace virtual world platform. Please be aware of the following:

  • When you install the Breakroom SDK, you may notice that certain tools and menus refer to Sinespace, Sinespace components, or the Sinespace SDK. This is normal and has no effect on performance.

  • When testing and uploading virtual items, you may see documentation, menus, and buttons that refer to Breakroom Worlds as grids.

The instructions provided in this section presume an advanced working knowledge of Breakroom, virtual assets, and third-party 3D software. Please consult our documentation if you need help installing and positioning virtual objects, or editing the RoomFurniture component.

Only World Owners, World Administrators, and World Developers can upload custom items to Breakroom.

Quick-start guide

If you'd like to build and upload your own custom Region, here's a quick guide to getting started:

  1. Install the Breakroom SDK into a clean Unity project.

  2. Import your 3D scene or 3D model into a Breakroom/Sinespace scene in Unity. (If you are using large CAD files of buildings or machinery, you may need to reduce the size of those files using decimation tools.)

  3. Upload the scene or 3D model to your Breakroom World, using the Sinespace Virtual Goods component in Unity.

  4. Test your scene or 3D model on the preview server, and push it to the live server once you're ready.

Once you successfully upload a custom Region, it will appear as a Region template option on your Dashboard. You can enable a copy and turn it into a Default Landing Region, Orientation Region, or Featured Region. After the custom Region is live in your World, you can install the required conference system components. You can then configure the screens, voice zones, and other components to work with the layout of your custom build.

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