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Event — Objects / Gadgets

The Objects / Gadgets tab manages two types of interactive items that teams encounter during events: Objects are collectible 3D items placed on the map, and Gadgets are sabotage tools that teams send to rival teams to disrupt their gameplay. Both add strategic depth to the event beyond simple challenge completion. From here you can create, edit, delete, and configure both item types, and auto-generate a full set of gadgets.

Objects vs. Gadgets — when to use each:

  • Use Objects when you want teams to collect items during gameplay. Objects are 3D collectibles placed on the map that teams pick up by arriving at their GPS location. They contribute to score.
  • Use Gadgets when you want teams to sabotage rivals. Gadgets are one-use effects (screen disruptions, locks, visual pranks) that a team sends to a competing team. They add a competitive, interactive layer to the event.
  • Role: Agency or Admin (Viewer can see lists but not create, edit, or delete)
  • Event state: Event must be stopped to create, edit, or delete items. Gadget launching works during a running event via the mobile app.

Events list → click event name → Objects / Gadgets tab

Objects / Gadgets tab showing two tables: Objects at top (empty, with columns Object name, Initial Stock, Challenges →, → Challenges) and Gadgets at bottom (4 gadgets: Broken Screen, X Ray, Love, Scaring Ghost — each with stock 10)


The tab displays two separate tables: Objects at the top and Gadgets at the bottom.

ColumnTypeDescription
(Row actions)IconsEdit (pencil), Delete (trash)
Object nameDisplayName of the object
Initial StockDisplayStarting quantity available to each team
Challenges →DisplayNumber of challenges that directly award this object
→ ChallengesDisplayNumber of challenges that require this object
ColumnTypeDescription
(Row actions)IconsEdit (pencil), Delete (trash)
Gadget nameDisplayName of the gadget
Initial StockDisplayStarting quantity available per team
ActionTableDescription
New (Objects)ObjectsOpens the object creation form. Hidden in Quiz Mode events.
New (Gadgets)GadgetsOpens the gadget creation form
AutoGadgetsGenerates all missing gadget types. Only visible when no gadgets exist for the event.
  • When the event is running, an info alert is displayed and all New/Edit/Delete buttons are hidden.
  • The Objects table is hidden for Quiz Mode events (only gadgets are relevant indoors).
  • The Viewer role can see both lists but cannot create, edit, or delete.

FieldTypeDescriptionRequired
Gadget nameTextDisplay name of the gadgetYes
Initial StockNumericStarting quantity per team (default: 3)Yes
Kind of gadgetDropdownThe gadget effect type (see Gadget effects below)Yes
This gadget can be picked upCheckboxWhether teams can obtain this gadget through challenges. Displayed in the form but server-side forced to unchecked for gadgets.No

The gadget type dropdown shows 10 effects for standard events or 8 for Indoor/Quiz Mode events (see Gadget effects).

ActionDescription
SaveCreates the gadget and returns to the Objects / Gadgets tab.
CancelDiscards the form and returns to the list.
  • HTML content (if any) is sanitized on save.
  • The “This gadget can be picked up” checkbox appears in the form, but the system always forces it to unchecked for gadgets regardless of user input. Only objects can be picked up.

Edit Gadget form for "BROKEN SCREEN" showing fields: Gadget name, Initial Stock (10), Kind of gadget dropdown (Broken Screen), and "This gadget can be picked up" checkbox (unchecked)

The edit form contains the same fields as the creation form, pre-filled with the gadget’s current values. The gadget name is displayed in the page header for context.

FieldTypeDescriptionRequired
Gadget nameTextDisplay name of the gadgetYes
Initial StockNumericStarting quantity per teamYes
Kind of gadgetDropdownThe gadget effect typeYes
This gadget can be picked upCheckboxServer-side forced to unchecked for gadgetsNo
ActionDescription
SaveSaves changes and returns to the Objects / Gadgets tab.
CancelDiscards changes and returns to the list.

Click the trash icon on a gadget row. This opens a confirmation dialog.

ElementDescription
Title”Delete”
Confirmation prompt”Are you sure?”
Gadget nameDisplays the name of the gadget being deleted
Delete buttonConfirms deletion (danger/red style)
Cancel buttonReturns to the list without deleting
  1. Gadget stock records — all team inventory records for this gadget are automatically removed
  2. The gadget itself — the gadget record is removed
  • No usage protection. Unlike objects, gadgets can always be deleted even if teams have stock.
  • No undo. Deletion is permanent.
  • Stock is lost. Any remaining team inventory of this gadget is destroyed.

Create object form showing fields: Object name, Object icon (gallery selector), Object Description (rich text editor), Initial Stock (3), distance to walk, 3D Model selector, observe checkbox, display location dropdown, and reset quantity checkbox

FieldTypeDescriptionRequired
Object nameTextDisplay name of the objectYes
Object iconImage selectorGallery image representing the object. Presents a single-image selector with 1:1 aspect ratio.No
Object DescriptionRich text editorDetailed HTML description shown to players. Supports custom fonts (Pirata, Mayas, Crystal, Christmas) and gallery image insertion.No
Initial StockNumericStarting quantity available to each team (default: 3)Yes
How much distance to walk to obtainNumericDistance in meters a player must walk to collect the objectNo
3D Model for augmented reality3D model selectorLists available 3D model files from the Gallery 3D library.No
Allow user to observe collected itemCheckboxWhen enabled, players can inspect the 3D model for 1 minute after collecting it. When disabled, players must chase the object.No
Where will appear the objectDropdownControls how the object spawns in AR: Floating in the air, Horizontal surface, or Vertical surfaceNo
Reset quantity when segment changesCheckboxResets the object stock to its initial value when the active segment changes (user, challenge, or staff-triggered).No
ActionDescription
SaveCreates the object and returns to the Objects / Gadgets tab.
CancelDiscards the form and returns to the list.
  • The system automatically marks objects as collectible (can be picked up) and sets the object type marker.
  • The object is created empty — teams receive stock when the event starts.
  • 3D models are loaded from the Gallery 3D library.

The edit form contains the same fields as the creation form, pre-filled with the object’s current values. Below the form, the edit page also displays related challenges in two columns:

ColumnDescription
Challenges that award this objectChallenges directly linked to this object (the object is given as a reward on completion)
Challenges that use this objectChallenges linked via challenge-object associations (the object is required to attempt or complete the challenge)

Each challenge entry shows a link to its edit page.

  • The “can be picked up” and object type flags are preserved on save.
  • The related challenges section is read-only — to change challenge-object links, edit the challenge itself.

Click the trash icon on an object row. This opens a confirmation page.

Before allowing deletion, the system checks how many challenges reference this object (both direct and via challenge-object associations). If the count is greater than zero:

  • An alert is displayed: “This object cannot be deleted because it’s used in X Challenges”
  • The Delete button is hidden (disabled)
  • Only the Cancel button is available

Confirmation dialog (when no challenges use the object)

Section titled “Confirmation dialog (when no challenges use the object)”
ElementDescription
Title”Delete”
Confirmation prompt”Are you sure?”
Object nameDisplays the name of the object being deleted
Delete buttonConfirms deletion (danger/red style)
Cancel buttonReturns to the list without deleting
  1. Gadget stock records — all team inventory records for this object are automatically removed
  2. The object itself — the object record is removed
  • Protected by usage. Objects linked to challenges cannot be deleted. Remove the challenge links first.
  • No undo. Deletion is permanent.

The Kind of gadget dropdown shows the available effect types. The list varies by event mode.

EffectDescription
BombTriggers a bomb animation on the target device
Drunk ScreenDistorts the target team’s screen as if intoxicated
X-RayApplies an X-ray visual filter to the target screen
Scaring GhostDisplays a jump-scare ghost effect on the target device
FartPlays a fart sound on the target team’s device
LoveDisplays a love/hearts animation on the target screen
FireworksDisplays a fireworks animation on the target screen
Broken ScreenSimulates a cracked/broken screen on the target device
Inverted ScreenFlips the target team’s screen upside down
Lock ScreenTemporarily locks the target team’s screen

Indoor events exclude X-Ray and Inverted Screen, leaving 8 effects: Bomb, Drunk Screen, Scaring Ghost, Fart, Love, Fireworks, Broken Screen, Lock Screen.


The Auto button appears only when no gadgets exist for the event. It bulk-creates all missing gadget types:

  • Standard events: creates up to 10 gadgets (all available effect types)
  • Quiz Mode events: creates up to 8 gadgets (indoor-compatible effect types)
  • Default stock: each auto-generated gadget gets an initial quantity of 3

If some gadget types already exist, only the missing ones are created.


Gadget and object inventory is tracked per team via gadget stock records — each record links a gadget or object to a team and stores the available quantity.

  1. On event start (or restart), the system:
    • Deletes all existing gadget stock records for the event’s teams
    • Creates a fresh record for every (team, gadget/object) pair
    • Sets the available quantity to the configured initial stock from the gadget/object
  2. This means restarting an event resets all inventories to their configured starting values.
ActionEffect on stock
Gadget launched at rivalSource team: -1
Challenge awards a gadget/objectCompleting team: +1
Segment changes (if “Reset quantity” checked)Reset to initial quantity
Event restartedReset to initial quantity (all teams)

During a live event, teams launch gadgets at rivals through the mobile app:

  1. Stock check — The server validates that the source team has available stock of the selected gadget
  2. Decrement — If stock > 0, the source team’s available quantity is decremented by 1 immediately
  3. Real-time notification — A real-time message is broadcast to the target team’s connected devices
  4. Effect playback — The target team’s mobile app receives the notification and plays the corresponding visual/audio effect
  5. Acknowledgment — The mobile app confirms delivery back to the server

If stock is zero, the launch fails and no effect is triggered.

For event operator controls during live events, see Live Control.


Objects appear on the map through their linked challenges. Each challenge has latitude/longitude coordinates that determine where it (and its associated objects) appear on the team’s map during gameplay.

Object positioning is indirect: set the challenge’s GPS coordinates, and the object inherits that position on the map. The “Where will appear the object” dropdown (Floating / Horizontal / Vertical) controls the AR presentation style, not the map location.


  • Gadgets vs. objects. Both are managed from the same tab but serve different purposes. Gadgets cannot be picked up (they are sent to rival teams), while objects can be collected during gameplay.
  • Stock is per team. When the event starts, each team receives the configured initial stock of each gadget and object. Teams spend gadgets by launching them at rivals during gameplay.
  • Objects require AR support in the mobile app for 3D visualization. Without AR, objects can still be tracked but the 3D model is not rendered.
  • “Inverted Screen” is platform-dependent. Some effects may behave differently across MooveXR and MooveGoXR apps.

Give each team 3–5 gadgets per type, not 10. A small stock turns gadgets into a strategic resource: teams must decide when to use them and who to target. With unlimited gadgets, every interaction becomes spam instead of a meaningful choice.

  • 3 per team is the platform default (auto-generate sets this). It works well for events under 1 hour.
  • 5 per team gives breathing room for longer events (2+ hours) or events with 15+ teams.
  • 10 per team is only appropriate for very large, high-energy competitive events where constant sabotage is the point.

Use Objects as unlock keys and Gadgets for player-vs-player interference. They serve different strategic roles:

  • Objects for progression: Create objects that act as prerequisites for challenges or segments. For example, “Find the Blue Key” (object) unlocks access to Segment 2. This creates a collection-based progression where teams must complete specific challenges to advance.
  • Gadgets for competition: Use Bomb and Lock Screen effects to let teams interfere with rivals during time-sensitive challenges. The disruption is temporary but can shift the ranking at critical moments.

Do not mix the two roles — avoid giving objects a sabotage function or making gadgets required for progression. Keep the mental model simple for players: objects are things you collect, gadgets are things you launch at rivals.

ScenarioRecommended gadgetsWhy
Team building (cooperative)NoneSabotage conflicts with a cooperative atmosphere
Tourism / sightseeingNonePlayers are sightseeing, not competing
Competitive eventBomb + Lock ScreenBomb is visual and fun; Lock Screen is the most tactically impactful
High-energy partyAll 10 typesMaximum chaos — appropriate for entertainment-first events
Indoor / Quiz ModeChoose from 8 indoor typesX-Ray and Inverted Screen are excluded in Quiz Mode

For a competitive event recipe that uses gadgets effectively, see The Competitive Chase.