LogoLogo
API Status
  • 👋Welcome
  • 🌐What is Morpheus Platform?
    • Interoperability
  • â„šī¸Help
    • 📗Glossary
    • 🆘Support
    • Firewall problems
    • EULA
  • CREATION
    • 🎮Unreal Development
      • ⚡Get Started
        • âš’ī¸Download the Editor
        • âĢUpload Content
        • 🌎Creating your own map
        • 📝Morpheus Base Project
        • ❓Differences from Unreal
          • 🧍Character Configuration
        • 📡Morpheus Networking
          • Introduction to Morpheus Networking
          • Network Levels
          • Replicated Properties
          • RPCs
          • Morpheus Render Targets
          • Morpheus Array
          • Networking FAQ
          • Replicating Sublevels
      • 📚Features & Guides
        • 📒Example Plugin
          • Nameplates
          • In-game roles
          • Resizing
        • 🏊Actor Pooling
        • 🔊Audio
        • 🎭Avatars
          • Creating an Avatar
          • Attachments
            • MML Attachments
          • Custom Animation Variables
          • Importing an NFT collection
          • Capsules and Mesh Transforms
        • 🤖Bots
        • đŸŽ™ī¸Chat
          • Unreal Text Chat
        • đŸŽ›ī¸Control Panels
          • Control Panel Configuration
          • DJ booth mission control
          • Observer Controls
        • 🔉Crowd Audio
        • đŸ¤ŧCrowd Rendering
          • Legacy Animated Crowd
            • Animated Crowd Console Commands
            • Attaching static meshes to crowd members
          • Crowd Materials
          • Performance Parameters
          • Live Config Settings
          • Crowd Animation
            • Crowd Anim Blueprint
              • User Guide - Crowd Anim Blueprint
              • Reference Guide - ABP Nodes
                • Animation Playback
                • States and State Machines
                • Variables
                • Transitions
                • Special
                • Blends
                • Additional Notes
        • 🍱Helpers & Extras
          • "Instanced Objects" in Blueprints
          • Objects with "world context"
          • Making DataAsset classes
          • Duplicate Objects
          • The Bootflow Subsystem
          • The "Wait For Condition" System
          • Advanced Graphics settings
          • Listening to inputs on UObjects
          • Morpheus UserID
          • World Services
          • M2Extras: Skins System
        • đŸ–Ĩī¸Loading Screen
        • ⚡Live Config
          • Editing for a World
          • Editing Locally
          • Default Settings
          • Accessing via Blueprint
          • Adding New Settings
          • Overriding Defaults
          • Using Arrays
        • 🧊MML
        • đŸ•ēMotion Capture
        • 📡Networking
        • đŸ“ĸNotifications
        • Raycastable Crowd
        • 🌐Singletons
        • 📱Streaming & Multiplatform
          • GFN on mobile
        • đŸ–Ĩī¸UI
          • "UI Mode"
        • đŸ—ƒī¸User Collections
          • Creating a New Object Definition
          • Accessing from Unreal
            • Creating Objects Definitions
            • Transfer Objects
            • User Collection Views
            • Receiving Updates
        • đŸ“ēVideo Players
          • Embedded Video Player
          • Millicast video streaming
            • How to Setup an In-Game Video Stream
            • Picture-in-Picture mode
          • Streaming Video Player
            • How to Setup a URL Video Player
            • Picture-in-Picture mode
        • 🐞Visual Debugging
          • Inspector
        • đŸĒŸWeb UI
        • Online Services
          • KV Store Service
        • 💠Web Requests
          • Http Requests
            • Legacy HTTP Nodes
          • JSON Handling
          • WebSockets
          • Identity Validation
          • Allowed External URLs
          • Walkthrough Example
            • Example Counter Service
        • âœˆī¸World Travel
          • World Travel in the editor
        • Avatar Physics Assets
        • Action Gameplay Helper Components
      • 🔑Workflows
        • â†—ī¸Upgrade the Editor
          • đŸ–Ĩī¸Version History
        • âš™ī¸Editing Project Settings
        • 📈Profiling
        • đŸ§ēMarketplace Importing
        • đŸ› ī¸Extra Workflows
          • Setup Play-in-Editor
          • Setup Local Asset Validation
          • Adding Gameplay Tags
          • Validating Game Assets
          • Custom Connection Modes
          • Connect Editor to a World
          • Common Issues
      • 📚Useful Reading
        • ⭐Best Practices
    • 🌎Worlds
      • 📩Invite Players
        • Setting Role Groups
      • Persistent Worlds
      • Always on Worlds
    • 📅Running events
      • ✅Large scale events - Checklist
      • 👾Anti-Cheat (EAC)
      • 🎮Player Entry
        • 📱React Native
        • Steam
        • đŸ’ģHardware Reqs
      • đŸŽĨBroadcast
        • 📹OBS Integration
      • Failover
      • 🏁Capacity And Queue Management
  • ADMINS
    • đŸ‘ĒAccess Control
      • Adding metaverse contributors
      • Creating a new project
    • 💲Pricing
      • Development Support
      • Included Usage & Overages
      • Cloud Streaming
      • Access Modes
      • War Room Support
      • Platform SLA
    • âš™ī¸Settings
      • đŸ—ƒī¸Projects
  • APIs and Tooling
    • đŸ–Ĩī¸API Reference
      • Accounts
      • Events
      • Key/Value Store
      • Organizations
      • Realtime
      • User Profile
      • World Builder
      • Worlds
    • đŸ’ģTemplate Web App
      • đŸ’ĸModeration
    • Pixel Streaming
    • 🚀Launcher
  • Integrations
    • 📊Analytics
      • Sending events from web
      • 🎮Sending Events from Unreal
    • đŸ’ŦChat
      • 🎮Integrating Pubnub with your Unreal Project
      • Adding Moderation to Chat
Powered by GitBook
On this page
  • Templates
  • Adding a new access group

Was this helpful?

  1. ADMINS

Access Control

PreviousCapacity And Queue ManagementNextAdding metaverse contributors

Last updated 4 months ago

Was this helpful?

Admins control who can do what within a metaverse using access groups. Each access group has a template (e.g. Admin, Developer, Event Runner) and a list of users.

Access groups can be managed via the icon in the top of the dashboard.

Templates

Templates are effectively named lists of permissions that describe common workflows, e.g. an admin, a developer, someone who runs events. These are lists we can change over time, if there's not a template that fits your use case - let us know!

You can see what each template group means via the new access group modal

Adding a new access group

Click the + New button to add a new access group to display the following modal.

  1. Pick a name - this can be arbitrary and changed whenever

  2. Fill out the Members field with who're your looking to grant access to (you can select the Email Domain tab to grant access for a whole company) - this can also be changed whenever

  3. Select from the Access template drop-down ( e.g. Content Creator, Event Runner, etc) to control what your users can do - you can hover each list item to see what it does For templates like developer and event runner, you'll also need to select project(s)

What are Projects?

Projects let you make separates groups of content and worlds within your metaverse which can be extremely useful if have different teams working within your metaverse.

See the Projects page for more information.

After submitting, the page should refresh, and you should see the new access group row.

The above user would now be able to download the editor, upload content, and launch worlds within the ally test project.

You can click the button to modify the access group name and add/remove users.

You can also invite others to join your world directly from the access groups section in the worlds page. See the page for more information.

đŸ‘Ē
âœī¸
Inviting others to a world
Add new access groups, and view/edit existing access groups
Create a role screen