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object_uuids [2026/01/02 04:54] – created robynobject_uuids [2026/01/02 06:34] (current) robyn
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 ==== The SL issue Duplicates ==== ==== The SL issue Duplicates ====
  
-To touch or sit on, and object, the object needs to be identified. The object name is not unique. For instance, you rez out a chair, called "Chair", you duplicate that chair 5 times, you now have 6 objects called "Chair". If you were to command an AvaDroid to sit on the Chair, well you can see the issue, which chair to sit on. +To touch or sit on, an object, the object needs to be identified. The object name is not unique. For instance, you rez out a chair, called "Chair", you duplicate that chair 5 times, you now have 6 objects called "Chair". If you were to command an AvaDroid to sit on the Chair, well you can see the issue, which chair to sit on. 
  
 ==== The SL issue Linked Objects ==== ==== The SL issue Linked Objects ====
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 Every rezzed object has a UNIQUE UUID. 6 chairs will have 6 unique UUID identifiers. In linked objects, the Root object will have a unique UUID identifier and each child object will have a unique UUID identifier . \\ \\  Every rezzed object has a UNIQUE UUID. 6 chairs will have 6 unique UUID identifiers. In linked objects, the Root object will have a unique UUID identifier and each child object will have a unique UUID identifier . \\ \\ 
  
-How does SL and OS handle object UUIDs? The Asset DataBase has 1 copy of a specific object with all the object details. Many people may have this Object in their Inventory, which is a list, with an item object pointing to the one item in the asset DataBase. Each item in your Inventory has a unique UUID , just for you. When you rez that item out into the world, a Copy is rezzed with its own unique UUID, different from the DataBase UUID and your inventory UUID. The rezzed copy, UUID wise, is unique. // // +How does SL and OS handle object UUIDs? The Asset DataBase has 1 copy of a specific object with all the object details. Many people may have this Object in their Inventory, which is a list, with an inventory object pointing to the one object in the asset DataBase. Each item (Objects, Animations, Scripts ....) in your Inventory has a unique UUID , just for you. When you rez that object out into the world, a Copy is rezzed with its own unique UUID, different from the DataBase UUID and your inventory UUID. The rezzed copy, UUID wise, is unique. // // 
  
 The solution is to work with UUIDs to be accurate and specific.  The solution is to work with UUIDs to be accurate and specific. 
  
 +==== How to Obtain an Objects UUID? ====
 +
 +I will be Referencing the Firestorm Viewer. Other viewers may have other mechanisms to obtain an objects UUID or Key. You want your AvaDroid sit on a specific object (Chair, Pose Ball, Dance Ball), right click on the object, select edit.
 +
 +----
 +{{ :edit_object.png?500 }} 
 +    
 +  * 1: Ensure General is selected. 
 +  * 2: Click Copy Keys      
 +  * In IM or Local: type <name>! sit <CNTL v> to paste the UUID <return>
 +  * Example:  Anne! sit  59de9e89-83a6-a6ad-8760-594bbf76d853 \\ The same goes for touch.
 +   
 +\\
 +----
 +{{ :dancepad.png?500 |}}
 +
 +  * 1: Right click and edit the dance pad. Note, with highlight on, 8 dance pads are highlighted.This is a linked object.
 +  * 2: Tick "Edit Linked"
 +  * 3: Left click on target object (Linked Dance Pad)
 +  * 4: Copy Keys.
 +
 +  * In IM or Local: type <name>! sit <CNTL v> to paste the UUID <return> 
 +     
 +  * Example: Anne! sit  59de9e89-83a6-a6ad-8760-594bbf76d853  \\ The same goes for touch.
 + 
 +\\ 
 +----
 +
 +For Script entries, simply "sit (UUID)" where the UUID is pasted from "Copy Keys"/ 
object_uuids.1767358465.txt.gz · Last modified: by robyn