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Function: vector llDetectedTouchUV( integer index );

Returns a vector that is the texture coordinates for where the prim was touched. The x & y vector positions contain the u & v face coordinates respectively (<u, v, 0.0>). Each component is in the interval [0.0, 1.0] with the origin in the bottom left corner.

TOUCH_INVALID_TEXCOORD is returned when the touch UV coordinates cannot be determined. See Caveats for further details.

• integer index Index of detection information

index does not support negative indexes. For the touch category of events only. The prim that was touched may not be the prim receiving the event, use llDetectedLinkNumber to check for this; likewise you can use llDetectedTouchFace to determine which face was touched.


  • If index is out of bounds the script continues to execute without an error message.
  • TOUCH_INVALID_TEXCOORD is returned when...
    • The avatar's viewer does not support face touch detection.
    • The touch has moved off the surface of the prim.
    • The touch happened too close to the edge of the face to determine a location.
    • The event triggered is not a touch event.
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<lsl> default {

   touch_start(integer UV_detected)
       integer i = 0;
       for(; i<UV_detected; ++i)
           llWhisper(0, "UV clicked: " + (string)llDetectedTouchUV(i));

} </lsl> <lsl> default {

   touch_start(integer total_number)
       vector UV = llDetectedTouchUV(0);
       float U = UV.x;
       float V = UV.y;
       // Now you can report U and V separately, or you can compare them separately with IF statements.
       // You of course do not need to store the vector components to separate variables,
       // you can access them from the vector that used as an intermediate, like this:
       // llSay(0, (string) UV.x);



See Also

Deep Notes


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function vector llDetectedTouchUV( integer index );