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object_uuids [2026/01/02 06:27] 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. 
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   * Example:  Anne! sit  59de9e89-83a6-a6ad-8760-594bbf76d853 \\ The same goes for touch.   * Example:  Anne! sit  59de9e89-83a6-a6ad-8760-594bbf76d853 \\ The same goes for touch.
        
 +\\
 ---- ----
 {{ :dancepad.png?500 |}} {{ :dancepad.png?500 |}}
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   * 1: Right click and edit the dance pad. Note, with highlight on, 8 dance pads are highlighted.This is a linked object.   * 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"   * 2: Tick "Edit Linked"
-  * 3: Left click on target object (Dance Pad)+  * 3: Left click on target object (Linked Dance Pad)
   * 4: Copy Keys.   * 4: Copy Keys.
  
object_uuids.1767364030.txt.gz · Last modified: by robyn