LogoLogo
What's new?StatusMSquared
  • Morpheus Platform Documentation
  • What is Morpheus Platform?
    • Glossary
    • Interoperability
    • Support
    • EULA
  • Firewall Problems
  • CREATION
    • Unreal Development
      • Get Started
        • Download the Editor
        • Upload 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
      • Editor Versions
      • 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
        • Chat
          • Unreal Text Chat
        • Control Panels
          • Control Panel Configuration
          • DJ Booth Mission Control
          • Observer Controls
        • Crowd Audio
        • Crowd 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
        • Loading Screen
        • Live Config
          • Editing for a World
          • Editing Locally
          • Default Settings
          • Accessing via Blueprint
          • Adding New Settings
          • Overriding Defaults
          • Using Arrays
        • MML
        • Motion Capture
        • Networking
        • Notifications
        • Raycastable Crowd
        • Singletons
        • Streaming & Multiplatform
          • GFN on Mobile
        • UI
          • "UI Mode"
        • User Collections
          • Creating a New Object Definition
          • Accessing from Unreal
            • Creating Objects Definitions
            • Transfer Objects
            • User Collection Views
            • Receiving Updates
        • Video 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
        • Web 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
        • World Travel
          • World Travel in the Editor
        • Avatar Physics Assets
        • Action Gameplay Helper Components
      • Workflows
        • Upgrade the Editor
        • Editing Project Settings
        • Profiling
        • Performance Guarantees
        • Marketplace Importing
        • 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
      • 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
        • Hardware Requirements
      • Broadcast
        • OBS Integration
      • Failover
      • Capacity and Queue Management
  • ADMINS
    • Access Control
      • Add Metaverse Contributors
      • Create a New Project
    • Pricing
      • Development Support
      • Included Usage & Overages
      • Cloud Streaming
      • Access Modes
      • War Room Support
      • Platform SLA
    • Settings
      • Projects
  • APIs and Tooling
    • API Reference
      • Accounts
      • Events
      • Key/Value Store
      • Organizations
      • Realtime
      • User Profile
      • World Builder
      • Worlds
    • Template Web App
      • Moderation
    • Pixel Streaming
    • Launcher
  • Integrations
    • Analytics
      • Send Events from Web
      • Send Events from Unreal
    • Chat
      • Integrate Pubnub with your Unreal Project
      • Add Moderation to Chat
Powered by GitBook
On this page
  • Creating an event
  • Linking a world
  • Public access

Was this helpful?

  1. CREATION

Running Events

PreviousAlways on WorldsNextLarge Scale Events - Checklist

Last updated 3 months ago

Was this helpful?

Events are a way for you to schedule and advertise your metaverse events ahead of time and enable public access to worlds.

You can use events as placeholders with calendar links, Youtube trailers, and more.

Once you have a running world ready for your event, you can attach the event to the world so the event page will connect users directly into the world.

Events require permissions to create and manage, if you can't see the UIs shown the screenshots in this page, please contact your metaverse owner.

Creating an event

Go to the Events tab and click New Event

Your initial event configuration could look like the following:

This event is not by default visible to unauthenticated users who visit your front page, e.g. construct.m2worlds.io .

Once created, you can click on your event in the events tab in order to modify the above settings further (it will exist in either live, past or unscheduled depending on the start/end times you initially set).

You can further configure your event (e.g. by setting up millicast streams, or youtube streams as directed on the event page). Once this is complete, you can make your event visible to members of the public by toggling the Publicly Visible toggle on the event:

This will ensure members of the unauthenticated users without special permissions to your organisation will be able to view this under the events tab on your front page. Keep this toggled off if you don't want your event to be publicly viewable yet.

Once made public, public users will see this when clicking on the event:

Linking a world

To get users into a world, you need to link the event to a world.

If we've started a world called ally's event world by following the Worlds documentation, we can either:

  • edit the Linked world setting on the event

  • or link the world to the event via the operation's tab on the world itself:

After having linked the world to the event, event details can now be edited via the world page:

Users that have access to your world can now join through the event page:

IMPORTANT: In order for public users to be able to join your event, you must set both the world's and event's Public Stream Client Access toggle to true. If you encounter users not seeing a play now option for the event, please check your world's access settings and your event's public access settings.

Public access

There are 3 types of public interaction that can be configured for events:

  • Public visibility - can a public user see the event page

  • Public stream client access - can a public user open a stream client (to connect to the world linked to the event)

  • Public downloads enabled - can a public user download a native client (to connect to the world linked to the event)

These properties are edited on the event (the latter two are only displayed after a world is linked):

✏️