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	<id>https://wiki.secondlife.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=WikiTest+Clarity</id>
	<title>Second Life Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.secondlife.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=WikiTest+Clarity"/>
	<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/wiki/Special:Contributions/WikiTest_Clarity"/>
	<updated>2026-06-27T13:56:11Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=User:WikiTest_Clarity&amp;diff=685243</id>
		<title>User:WikiTest Clarity</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=User:WikiTest_Clarity&amp;diff=685243"/>
		<updated>2009-12-11T18:12:33Z</updated>

		<summary type="html">&lt;p&gt;WikiTest Clarity: test&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Test Page Creation]]&lt;/div&gt;</summary>
		<author><name>WikiTest Clarity</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Not_a_bug&amp;diff=603673</id>
		<title>Not a bug</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Not_a_bug&amp;diff=603673"/>
		<updated>2009-10-16T22:54:54Z</updated>

		<summary type="html">&lt;p&gt;WikiTest Clarity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KBmaster}}&lt;br /&gt;
&lt;br /&gt;
== What&#039;s not a bug? ==&lt;br /&gt;
&#039;&#039;&#039;A non-bug issue is something unique to your setup, and may relate to misunderstanding how a feature is supposed to work.&#039;&#039;&#039;  You can correct such issues by adjusting your Viewer settings, connection type, or components. If you&#039;re experiencing a non-bug issue, go to the [[Knowledge Base]] to find information about the expected behavior of the feature you&#039;re using. Self-help articles might get you back on track quickly. If you&#039;re unable to resolve your issue based on information in the Knowledge Base, head to the [http://secondlife.com/support Support Portal]. The Knowledge Base contains articles about [[Category:Ticket_Types_and_Support_Services|Support Ticket types]] to help get your ticket in front of the Support Team that specializes in your issue type. Decentralized support helps get your issue addressed quickly.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;Regardless of the Region I go to, many objects on my screen are red.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Image:kb_highlighttransparent_screenshot.png]]&lt;br /&gt;
&lt;br /&gt;
This is an example of the &#039;&#039;&#039;Highlight Transparent&#039;&#039;&#039; feature found in your &#039;&#039;&#039;View&#039;&#039;&#039; menu. Highlight Transparent provides the ability to show transparent objects in red on your Viewer screen. This feature can be toggled using the keyboard shortcut &#039;&#039;&#039;Ctrl&#039;&#039;&#039;-&#039;&#039;&#039;Alt&#039;&#039;&#039;-&#039;&#039;&#039;T&#039;&#039;&#039; or going to &#039;&#039;&#039;View&#039;&#039;&#039; &amp;amp;gt; &#039;&#039;&#039;Highlight Transparent&#039;&#039;&#039;. The feature acts as intended, revealing transparent objects when active. Turning off this feature by adjusting your Viewer setting corrects the issue.&lt;br /&gt;
&lt;br /&gt;
{{KBtip|[[Bug_Reporting|Learn more about bug reporting to make Second Life better!]]}}&lt;/div&gt;</summary>
		<author><name>WikiTest Clarity</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Project:Flagged_Revs_Backup/How_do_I_find_out_everything_I%27m_wearing%3F&amp;diff=603663</id>
		<title>Project:Flagged Revs Backup/How do I find out everything I&#039;m wearing?</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Project:Flagged_Revs_Backup/How_do_I_find_out_everything_I%27m_wearing%3F&amp;diff=603663"/>
		<updated>2009-10-16T22:50:46Z</updated>

		<summary type="html">&lt;p&gt;WikiTest Clarity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KBmaster}}&lt;br /&gt;
&lt;br /&gt;
{{KB Avatar}}&lt;br /&gt;
&lt;br /&gt;
You can figure out what you&#039;re wearing in one of two ways:&lt;br /&gt;
&lt;br /&gt;
* Click the &#039;&#039;&#039;Inventory&#039;&#039;&#039; button at the bottom of your screen if your [[inventory]] isn&#039;t already open. Click in the search bar near the top of the Inventory window and type in &amp;quot;(worn)&amp;quot;. Everything you are wearing (body parts, clothing, and attachments) will show up in bold with &amp;quot;(worn)&amp;quot; next to its name.&lt;br /&gt;
* Select &#039;&#039;&#039;Edit &amp;gt; Detach object&#039;&#039;&#039; and look at the list.  This will show all the attachment points on your [[avatar]] that have an object attached to them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Avatar]]&lt;br /&gt;
[[Category:I&#039;m having avatar problems]]&lt;br /&gt;
[[Category:Making Clothing]]&lt;br /&gt;
[[Category:Avatar and Appearance]]&lt;br /&gt;
[[Category:Making Your Avatar Fancy]]&lt;br /&gt;
[[Category:Second Life for Beginners]]&lt;br /&gt;
[[Category:Inworld]]&lt;br /&gt;
[[Category:Knowledge Base]]&lt;/div&gt;</summary>
		<author><name>WikiTest Clarity</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Animation_Guide&amp;diff=592963</id>
		<title>Animation Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Animation_Guide&amp;diff=592963"/>
		<updated>2009-10-13T21:14:33Z</updated>

		<summary type="html">&lt;p&gt;WikiTest Clarity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KBmaster}}&lt;br /&gt;
An &#039;&#039;animation&#039;&#039; is a set of intructions that cause an avatar to engage in a sequence of motions. Custom animations can be created in programs such as Poser, Blender, and others. Several Resident-created animation applications have been released over the years: &lt;br /&gt;
* [http://caladan.nanosoft.ca/c4/software/posemaker.php Posemaker] - see [http://forums.secondlife.com/showthread.php?t=44734 forum discussion]. &lt;br /&gt;
* [http://www.avimator.com/ Avimator] - see [http://forums.secondlife.com/showthread.php?t=81886 forum discussion] &lt;br /&gt;
* [http://sourceforge.net/projects/free-bvh-editor Slat] - see  [http://forums.secondlife.com/showthread.php?t=83702 forum discussion]. &lt;br /&gt;
&lt;br /&gt;
To import animations into Second Life from these programs:&lt;br /&gt;
# Save the animation in biovision hierarchy (BVH) format&lt;br /&gt;
# Choose the &#039;&#039;&#039;File &amp;amp;gt; Upload Animation&#039;&#039;&#039; command. &lt;br /&gt;
&lt;br /&gt;
There is a L$10 fee for uploading an animation. For more information on uploading an animation, see [[How to upload an animation]].  &lt;br /&gt;
&lt;br /&gt;
You can use animations in [[How do I perform a gesture?|gestures]]; but don&#039;t confuse the two.  To activate an animation in your inventory, double-click the animation name.  This opens a dialog box with the animation name, a field in which to see or enter a description of the animation, and two buttons: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Play Locally&#039;&#039;&#039; allows you to see the animation, but it will not will be visible to other Residents. This is useful to make sure the animation is really something you want others to see your avatar doing. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Play in World&#039;&#039;&#039; allows the Residents within visual range to see your avatar perform the animation. For more information on animations, and how to create them, see [[Animation]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Moving Around]]&lt;br /&gt;
[[Category:Creators]]&lt;br /&gt;
[[Category:Controls and Getting Around]]&lt;br /&gt;
[[Category:Making Your Avatar Fancy]]&lt;br /&gt;
[[Category:Knowledge Base]]&lt;/div&gt;</summary>
		<author><name>WikiTest Clarity</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Animation_Guide&amp;diff=588363</id>
		<title>Animation Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Animation_Guide&amp;diff=588363"/>
		<updated>2009-10-12T17:17:25Z</updated>

		<summary type="html">&lt;p&gt;WikiTest Clarity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KBmaster}}&lt;br /&gt;
An &#039;&#039;animation&#039;&#039; is a set of intructions that cause an avatar to engage in a sequence of motions. Custom animations can be created in programs such as Poser, Blender, and others. Several Resident-created animation applications have been released over the years: &lt;br /&gt;
* [http://caladan.nanosoft.ca/c4/software/posemaker.php Posemaker] - see [http://forums.secondlife.com/showthread.php?t=44734 forum discussion]. &lt;br /&gt;
* [http://www.avimator.com/ Avimator]  -  [http://forums.secondlife.com/showthread.php?t=81886 see forum discussion] &lt;br /&gt;
* [http://sourceforge.net/projects/free-bvh-editor Slat] - [http://forums.secondlife.com/showthread.php?t=83702 see forum discussion]. &lt;br /&gt;
&lt;br /&gt;
To import animations into Second Life from these programs:&lt;br /&gt;
# Save the animation in biovision hierarchy (BVH) format&lt;br /&gt;
# Choose the &#039;&#039;&#039;File &amp;amp;gt; Upload Animation&#039;&#039;&#039; command. &lt;br /&gt;
&lt;br /&gt;
There is a L$10 fee for uploading an animation. For more information on uploading an animation, see [[How to upload an animation]].  &lt;br /&gt;
&lt;br /&gt;
You can use animations in [[How do I perform a gesture?|gestures]]; but don&#039;t confuse the two.  To activate an animation in your inventory, double-click the animation name.  This opens a dialog box with the animation name, a field in which to see or enter a description of the animation, and two buttons: &#039;&#039;&#039;Play in World&#039;&#039;&#039; and &#039;&#039;&#039;Play Locally&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Play Locally&#039;&#039;&#039; allows you to see the animation, but it will not will be visible to other Residents. This is useful to make sure the animation is really something you want others to see your avatar doing. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Play in World&#039;&#039;&#039; allows the Residents within visual range to see your avatar perform the animation. For more information on animations, and how to create them, see [[Animation]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Moving Around]]&lt;br /&gt;
[[Category:Creators]]&lt;br /&gt;
[[Category:Controls and Getting Around]]&lt;br /&gt;
[[Category:Making Your Avatar Fancy]]&lt;br /&gt;
[[Category:Knowledge Base]]&lt;/div&gt;</summary>
		<author><name>WikiTest Clarity</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Animation_Guide&amp;diff=588253</id>
		<title>Animation Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Animation_Guide&amp;diff=588253"/>
		<updated>2009-10-12T17:13:44Z</updated>

		<summary type="html">&lt;p&gt;WikiTest Clarity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KBmaster}}&lt;br /&gt;
An &#039;&#039;animation&#039;&#039; is a set of intructions that cause an avatar to engage in a sequence of motions. Custom animations can be created in programs such as Poser, Blender, and others. Several Resident-created animation applications have been released over the years: &lt;br /&gt;
* [http://caladan.nanosoft.ca/c4/software/posemaker.php Posemaker] - see [http://forums.secondlife.com/showthread.php?t=44734 forum discussion. &lt;br /&gt;
* [http://www.avimator.com/ Avimator]  -  [http://forums.secondlife.com/showthread.php?t=81886 see forum discussion] &lt;br /&gt;
* [http://sourceforge.net/projects/free-bvh-editor Slat] - [http://forums.secondlife.com/showthread.php?t=83702 see forum discussion]. &lt;br /&gt;
&lt;br /&gt;
To import animations into Second Life from these programs&amp;quot;:&lt;br /&gt;
# Save the animation in biovision hierarchy (BVH) format&lt;br /&gt;
# Choose the &#039;&#039;&#039;File &amp;amp;gt; Upload Animation&#039;&#039;&#039; command. &lt;br /&gt;
&lt;br /&gt;
There is a L$10 fee for uploading an animation. For more information on uploading an animation, see [[How to upload an animation]].  &lt;br /&gt;
&lt;br /&gt;
You can use animations in [[How do I perform a gesture|gestures]] in Second Life but should not be confused with gestures. Animations in your inventory can be activated by double clicking the animation name in your inventory list. This produces a dialog box with the animation name, a field in which to see or enter a description of the animation, and two buttons: &#039;&#039;&#039;Play in World&#039;&#039;&#039; and &#039;&#039;&#039;Play Locally&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Play Locally&#039;&#039;&#039; allows you to see the animation, but it will not will be visible to other Residents. This is useful to make sure the animation is really something you want others to see your avatar doing. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Play in World&#039;&#039;&#039; allows the Residents within visual range to see your avatar perform the animation. For more information on animations, and how to create them, see [[Animation]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Moving Around]]&lt;br /&gt;
[[Category:Creators]]&lt;br /&gt;
[[Category:Controls and Getting Around]]&lt;br /&gt;
[[Category:Making Your Avatar Fancy]]&lt;br /&gt;
[[Category:Knowledge Base]]&lt;/div&gt;</summary>
		<author><name>WikiTest Clarity</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=I_see_blue,_green,_or_red_triangles_coming_from_objects_inworld_that_I_think_shouldn%27t_be_there.&amp;diff=585083</id>
		<title>I see blue, green, or red triangles coming from objects inworld that I think shouldn&#039;t be there.</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=I_see_blue,_green,_or_red_triangles_coming_from_objects_inworld_that_I_think_shouldn%27t_be_there.&amp;diff=585083"/>
		<updated>2009-10-08T16:35:26Z</updated>

		<summary type="html">&lt;p&gt;WikiTest Clarity: /* Note for content creators */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KBmaster}}&lt;br /&gt;
&lt;br /&gt;
Are you seeing strange trails of blue, green, or red shapes (often triangles) from objects inworld? There&#039;s a very good chance you enabled Second Life&#039;s update indicators. These are activated by hitting &#039;&#039;&#039;Ctrl+Alt+Shift+U&#039;&#039;&#039; or opening the [[How do I open the Advanced menu (Formerly known as the Client menu.)|Advanced menu]] and selecting &#039;&#039;&#039;Advanced &amp;amp;gt; Show Updates&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The update indicators show you when packet data is being utilized -- typically, when an object makes an update to the world. Each color has a different meaning:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Red&#039;&#039;&#039;: Indicates a full update, such as the creation of a prim. This is a relatively large data packet sent to your computer. If you see objects that are showing a constant stream of red, they&#039;re contending for your bandwidth, which may cause other things in the area (like textures) to load slower. If the object is made up of many pieces, the packet is larger.&lt;br /&gt;
* &#039;&#039;&#039;Blue&#039;&#039;&#039;: Indicates a partial update, such as a change of position or color for a prim. These are always smaller than full updates. However, the same rules apply as for the full updates. If you&#039;re creating content, it&#039;s a good habit to make sure it&#039;s not updating many times per second. Changing colors, textures, shape, or particle parameters several times per second cause partial updates, and contend for your bandwidth.&lt;br /&gt;
* &#039;&#039;&#039;Green&#039;&#039;&#039;: Indicates an ending update, such as the deletion of a prim. If this packet gets lost on the way from the server to your computer, the object becomes a &amp;quot;ghost&amp;quot; --your viewer still renders it, but you can walk through it, and when you edit it, the &#039;&#039;&#039;Creator&#039;&#039;&#039; field is blank because the object no longer exists on the server.&lt;br /&gt;
The update indicators can be toggled on or off using the methods described above.&lt;br /&gt;
&lt;br /&gt;
==Note for content creators==&lt;br /&gt;
&lt;br /&gt;
There are a few LSL commands that create viewer-side effects, meaning they send the animation parameters to the client once, and the client subsequently takes care of animating them. Take advantage of these commands to make dynamic content without streaming lots of data from the server to your computer:&lt;br /&gt;
&lt;br /&gt;
* [[LlParticleSystem]] creates particles.&lt;br /&gt;
* [[LlTargetOmega]] rotates an object.&lt;br /&gt;
* [[LlSetTextureAnim]] rotates, scales, or slides texture without sending update packets.&lt;br /&gt;
&lt;br /&gt;
[[Category:Building Objects]]&lt;br /&gt;
[[Category:Troubleshooting]]&lt;br /&gt;
[[Category:Menus and Controls]]&lt;br /&gt;
[[Category:Inworld]]&lt;br /&gt;
[[Category:Inworld Issue]]&lt;br /&gt;
[[Category:Knowledge Base]]&lt;/div&gt;</summary>
		<author><name>WikiTest Clarity</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Rebaking_textures&amp;diff=585033</id>
		<title>Rebaking textures</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Rebaking_textures&amp;diff=585033"/>
		<updated>2009-10-08T16:32:41Z</updated>

		<summary type="html">&lt;p&gt;WikiTest Clarity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KBmaster}}&lt;br /&gt;
&lt;br /&gt;
If your avatar&#039;s textures are not displaying properly or you see &amp;quot;Missing Image&amp;quot; all over your avatar, try rebaking your avatar&#039;s textures.&lt;br /&gt;
&lt;br /&gt;
First, [[How do I open the Advanced menu (Formerly known as the Client menu.)|open the Advanced menu]].&lt;br /&gt;
&lt;br /&gt;
Select &#039;&#039;&#039;Advanced &amp;amp;gt; Character &amp;amp;gt; Rebake Textures&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Image:kb_rebake_textures.jpg]]&lt;br /&gt;
&lt;br /&gt;
For related information, see [[Invisible avatar Try these things!|Invisible avatar? Try these things!]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Creators]]&lt;br /&gt;
[[Category:Controls and Getting Around]]&lt;br /&gt;
[[Category:Menus and Controls]]&lt;br /&gt;
[[Category:Working with Textures]]&lt;br /&gt;
[[Category:Knowledge Base]]&lt;/div&gt;</summary>
		<author><name>WikiTest Clarity</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Glow&amp;diff=585013</id>
		<title>Glow</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Glow&amp;diff=585013"/>
		<updated>2009-10-08T16:31:57Z</updated>

		<summary type="html">&lt;p&gt;WikiTest Clarity: /* Water Glow */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KBmaster}}&lt;br /&gt;
&lt;br /&gt;
[[Image:kbsd_Firstlook_glow.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
Glow is a flashy tool for your special effects palette. Increasing this value creates a glowing colored aura around the selected prim; the color is determined by the prim&#039;s color. To alter a prim&#039;s glow setting while editing it, go to its Texture tab and set a &#039;&#039;&#039;Glow&#039;&#039;&#039; value between 0.0 and 1.0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Water Glow==&lt;br /&gt;
&lt;br /&gt;
You&#039;ll also find that the sun and moon can cast dramatic, glowing shimmers on the water!!  To see this, you must enable basic shaders in [[Graphics Preferences Layout|Graphics Preferences]].&lt;br /&gt;
&lt;br /&gt;
[[Image:kbsd_Water_glow_02.jpg]]&lt;br /&gt;
[[Category:Building Objects]]&lt;br /&gt;
[[Category:Creators]]&lt;br /&gt;
[[Category:Menus and Controls]]&lt;br /&gt;
[[Category:Working with Textures]]&lt;br /&gt;
[[Category:Knowledge Base]]&lt;/div&gt;</summary>
		<author><name>WikiTest Clarity</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=How_can_I_get_more_prims_on_my_land%3F&amp;diff=584993</id>
		<title>How can I get more prims on my land?</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=How_can_I_get_more_prims_on_my_land%3F&amp;diff=584993"/>
		<updated>2009-10-08T16:30:00Z</updated>

		<summary type="html">&lt;p&gt;WikiTest Clarity: /* A Bit More About Object Bonus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KBmaster}}&lt;br /&gt;
Every parcel of land in Second Life can support a limited number of primitive objects, or &amp;quot;prims&amp;quot;. The number of prims a parcel supports is directly related to its size; larger parcels are capable of supporting more prims. Under certain conditions, it is possible to increase the number of supported objects on a parcel.&lt;br /&gt;
&lt;br /&gt;
==Simulator primitive usage==&lt;br /&gt;
&lt;br /&gt;
If you own more than one parcel in a Region, the prim allowance of those parcels becomes a unified pool. For instance: If you own one parcel that supports 117 prims, and another parcel &#039;&#039;in the same Region&#039;&#039; that supports 33 prims, you have a total allowance of 150 prims on your land in that Region. If you wanted to, you could place all 150 prims on the parcel that initially only supported 33!&lt;br /&gt;
&lt;br /&gt;
[[Image:kbsd_KB_Object_Usage.jpg]] &lt;br /&gt;
&lt;br /&gt;
{{KBhint| If you &#039;&#039;did&#039;&#039; put all 150 prims on the smaller parcel, you would not be allowed to place &#039;&#039;any&#039;&#039; on the larger parcel (including trees and plants!) It is wise to distribute your total allowance carefully.}}&lt;br /&gt;
&lt;br /&gt;
{{KBnote| This technique only works within a single Region; if you own parcels in more than one Region, you will not be able to share prim resources between them.}}&lt;br /&gt;
&lt;br /&gt;
==Object bonus (private Regions only)==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:kbsd_KB_Object_Bonus.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
If you are the owner or estate manager of a private region, you can set a global object bonus for all parcels in the Region. You may want to do this if you plan on building heavily in small parcels while leaving large areas of your Region empty. To change your Region&#039;s Object Bonus:&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;&#039;World &amp;amp;gt; Region/Estate&#039;&#039;&#039; from the top menu bar.&lt;br /&gt;
# Make sure you are on the &#039;&#039;&#039;Region&#039;&#039;&#039; tab of the Region/Estate window.&lt;br /&gt;
# Set an &#039;&#039;&#039;Object Bonus&#039;&#039;&#039; multiplier, and click &#039;&#039;&#039;Apply&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; One regular region holds 15,000 prims. If you divide it into two equal parcels, each parcel will show it can hold 7,500. If you set the object bonus to 2.0, each parcel will show it can hold 15,000 prims. The region will not be able to hold 30,000 prims! In order for one of the parcels to actually hold 15,000, one parcel must be kept empty. The bonus for the other parcel is the prims not being used on the empty parcel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{KBcaution| A Region can only support 15,000 prims and an Open Space can hold 3,750 prims. (an Object Bonus setting of 1.0) The Object Bonus setting does not increase the total number of prims the &#039;&#039;Region&#039;&#039; supports; if the total number of prim in the region exceeds 15,000, no new objects will be allowed to rez, regardless of a local parcel&#039;s limits.}}&lt;br /&gt;
&lt;br /&gt;
===More about object bonus===&lt;br /&gt;
&lt;br /&gt;
Object bonus is a multiplier for primitives allowed on any given parcel, and may have a value between 1.0 (the default) and 10.0. &lt;br /&gt;
&lt;br /&gt;
Set at 1.0, each 512m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; parcel is allowed to have 117 objects. Set at 2.0, each 512m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; parcel is allowed 234, or twice as many, and so on. The maximum number of prims allowed per region is 15,000 regardless of the object bonus. Once set, lowering the object bonus may cause objects to be returned or deleted. &lt;br /&gt;
&lt;br /&gt;
[[Category:Building Objects]]&lt;br /&gt;
[[Category:Creators]]&lt;br /&gt;
[[Category:Information for Landowners]]&lt;br /&gt;
[[Category:Landowners]]&lt;br /&gt;
[[Category:Land and the Linden Dollar (L$) Economy]]&lt;br /&gt;
[[Category:Knowledge Base]]&lt;/div&gt;</summary>
		<author><name>WikiTest Clarity</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=How_can_I_get_more_prims_on_my_land%3F&amp;diff=584943</id>
		<title>How can I get more prims on my land?</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=How_can_I_get_more_prims_on_my_land%3F&amp;diff=584943"/>
		<updated>2009-10-08T16:20:50Z</updated>

		<summary type="html">&lt;p&gt;WikiTest Clarity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KBmaster}}&lt;br /&gt;
Every parcel of land in Second Life can support a limited number of primitive objects, or &amp;quot;prims&amp;quot;. The number of prims a parcel supports is directly related to its size; larger parcels are capable of supporting more prims. Under certain conditions, it is possible to increase the number of supported objects on a parcel.&lt;br /&gt;
&lt;br /&gt;
==Simulator primitive usage==&lt;br /&gt;
&lt;br /&gt;
If you own more than one parcel in a Region, the prim allowance of those parcels becomes a unified pool. For instance: If you own one parcel that supports 117 prims, and another parcel &#039;&#039;in the same Region&#039;&#039; that supports 33 prims, you have a total allowance of 150 prims on your land in that Region. If you wanted to, you could place all 150 prims on the parcel that initially only supported 33!&lt;br /&gt;
&lt;br /&gt;
[[Image:kbsd_KB_Object_Usage.jpg]] &lt;br /&gt;
&lt;br /&gt;
{{KBhint| If you &#039;&#039;did&#039;&#039; put all 150 prims on the smaller parcel, you would not be allowed to place &#039;&#039;any&#039;&#039; on the larger parcel (including trees and plants!) It is wise to distribute your total allowance carefully.}}&lt;br /&gt;
&lt;br /&gt;
{{KBnote| This technique only works within a single Region; if you own parcels in more than one Region, you will not be able to share prim resources between them.}}&lt;br /&gt;
&lt;br /&gt;
==Object bonus (private Regions only)==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:kbsd_KB_Object_Bonus.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
If you are the owner or estate manager of a private region, you can set a global object bonus for all parcels in the Region. You may want to do this if you plan on building heavily in small parcels while leaving large areas of your Region empty. To change your Region&#039;s Object Bonus:&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;&#039;World &amp;amp;gt; Region/Estate&#039;&#039;&#039; from the top menu bar.&lt;br /&gt;
# Make sure you are on the &#039;&#039;&#039;Region&#039;&#039;&#039; tab of the Region/Estate window.&lt;br /&gt;
# Set an &#039;&#039;&#039;Object Bonus&#039;&#039;&#039; multiplier, and click &#039;&#039;&#039;Apply&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; One regular region holds 15,000 prims. If you divide it into two equal parcels, each parcel will show it can hold 7,500. If you set the object bonus to 2.0, each parcel will show it can hold 15,000 prims. The region will not be able to hold 30,000 prims! In order for one of the parcels to actually hold 15,000, one parcel must be kept empty. The bonus for the other parcel is the prims not being used on the empty parcel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{KBcaution| A Region can only support 15,000 prims and an Open Space can hold 3,750 prims. (an Object Bonus setting of 1.0) The Object Bonus setting does not increase the total number of prims the &#039;&#039;Region&#039;&#039; supports; if the total number of prim in the region exceeds 15,000, no new objects will be allowed to rez, regardless of a local parcel&#039;s limits.}}&lt;br /&gt;
&lt;br /&gt;
===A Bit More About Object Bonus===&lt;br /&gt;
&lt;br /&gt;
Paraphrased from the inworld information button for Object Bonus:&lt;br /&gt;
&lt;br /&gt;
The Object Bonus is a multiplier for primitives allowed on any given parcel, and may have a value between 1.0 and 10.0. Set at 1.0, each 512m2 parcel is allowed 117 objects. Set at 2.0, each 512m2 parcel is allowed 234, or twice as many, and so on. The max number of prim allowed per region remains 15,000 no matter what the Object Bonus is. Once set, be aware that lowering the Object Bonus may cause objects to be returned or deleted. The default setting for Object Bonus is 1.0.&lt;br /&gt;
&lt;br /&gt;
[[Category:Building Objects]]&lt;br /&gt;
[[Category:Creators]]&lt;br /&gt;
[[Category:Information for Landowners]]&lt;br /&gt;
[[Category:Landowners]]&lt;br /&gt;
[[Category:Land and the Linden Dollar (L$) Economy]]&lt;br /&gt;
[[Category:Knowledge Base]]&lt;/div&gt;</summary>
		<author><name>WikiTest Clarity</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Glow&amp;diff=584152</id>
		<title>Glow</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Glow&amp;diff=584152"/>
		<updated>2009-10-08T05:16:41Z</updated>

		<summary type="html">&lt;p&gt;WikiTest Clarity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KBmaster}}&lt;br /&gt;
&lt;br /&gt;
[[Image:kbsd_Firstlook_glow.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
Glow is a flashy tool for your special effects palette. Increasing this value creates a glowing colored aura around the selected prim; the color is determined by the prim&#039;s color. To alter a prim&#039;s glow setting while editing it, go to its Texture tab and set a &#039;&#039;&#039;Glow&#039;&#039;&#039; value between 0.0 and 1.0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Water Glow==&lt;br /&gt;
&lt;br /&gt;
You&#039;ll also find that the sun and moon now cast dramatic, glowing shimmers on the water!!  To see this, you must enable basic shaders in [[Graphics Preferences Layout|Graphics Preferences]].&lt;br /&gt;
&lt;br /&gt;
[[Image:kbsd_Water_glow_02.jpg]]&lt;br /&gt;
[[Category:Building Objects]]&lt;br /&gt;
[[Category:Creators]]&lt;br /&gt;
[[Category:Menus and Controls]]&lt;br /&gt;
[[Category:Working with Textures]]&lt;br /&gt;
[[Category:Knowledge Base]]&lt;/div&gt;</summary>
		<author><name>WikiTest Clarity</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Day_Cycle_Editor&amp;diff=584092</id>
		<title>Day Cycle Editor</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Day_Cycle_Editor&amp;diff=584092"/>
		<updated>2009-10-08T04:51:27Z</updated>

		<summary type="html">&lt;p&gt;WikiTest Clarity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KBmaster}}&lt;br /&gt;
&lt;br /&gt;
[[Image:kbsd_Kb_sky_day_cycle_menu_2.jpg]]&lt;br /&gt;
&lt;br /&gt;
Bring up the Day Cycle Editor by pressing the &#039;&#039;&#039;Day Cycle Editor&#039;&#039;&#039; button in the [[Advanced Sky Editor]] window. The Day Cycle Editor gives you control over the sky during Second Life&#039;s day/night cycle. This is the cycle that is used by the Basic Environment Editor&#039;s &#039;&#039;&#039;Time of Day&#039;&#039;&#039; slider.&lt;br /&gt;
&lt;br /&gt;
The Day Cycle Editor works by setting keyframes. These are nodes (represented by the gray blips on the time graph) that have associated  sky presets. As the time of day progresses, the sky &amp;quot;animates&amp;quot; as it interpolates between these keyframes. This is useful for creating everything from photorealistic day/night cycles to strange alien environments.&lt;br /&gt;
&lt;br /&gt;
The yellow arrow above the timeline represents your current view, based on time of day. Click and drag it to see how your day will animate. You may add or delete keyframes by pressing the &#039;&#039;&#039;Add Key&#039;&#039;&#039; and &#039;&#039;&#039;Delete Key&#039;&#039;&#039; buttons to the right of the timeline.&lt;br /&gt;
&lt;br /&gt;
You can set the time position of a keyframe by either dragging it along the timeline, or by setting its value manually in the &#039;&#039;&#039;Key Frame Settings&#039;&#039;&#039; frame. Within the &#039;&#039;&#039;Key Frame Settings&#039;&#039;&#039; frame, you&#039;ll be able to associate the keyframe with its respective preset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Length of Cycle&#039;&#039;&#039; dictates the overall duration of a &amp;quot;day&amp;quot;. Setting this to a low value (for instance, 2 min.) will mean your entire 24-hour timeline will animate in only two real minutes! Once you are satisfied with your timeline and keyframe cycle, use the &#039;&#039;&#039;Play&#039;&#039;&#039; and &#039;&#039;&#039;Stop&#039;&#039;&#039; buttons to preview the results. Remember- you can also move the yellow time-indicator arrow above the timeline to see the cycle animate interactively. Using the &#039;&#039;&#039;Use Estate Time&#039;&#039;&#039; button synchronizes your day length and time of day with the current Estate&#039;s day cycle.&lt;br /&gt;
&lt;br /&gt;
Once you are pleased with your day cycle, save and load it with the &#039;&#039;&#039;Save Test Day&#039;&#039;&#039; and &#039;&#039;&#039;Load Test Day&#039;&#039;&#039; buttons. Note that, for now, we only allow one day cycle. &lt;br /&gt;
&lt;br /&gt;
[[Category:Creators]]&lt;br /&gt;
[[Category:Menus and Controls]]&lt;br /&gt;
[[Category:Knowledge Base]]&lt;/div&gt;</summary>
		<author><name>WikiTest Clarity</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Day_Cycle_Editor&amp;diff=584082</id>
		<title>Day Cycle Editor</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Day_Cycle_Editor&amp;diff=584082"/>
		<updated>2009-10-08T04:47:51Z</updated>

		<summary type="html">&lt;p&gt;WikiTest Clarity: test&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KBmaster}}&lt;br /&gt;
&lt;br /&gt;
[[Image:kbsd_Kb_sky_day_cycle_menu_2.jpg]]&lt;br /&gt;
&lt;br /&gt;
Bring up the Day Cycle Editor by pressing the &#039;&#039;&#039;Day Cycle Editor&#039;&#039;&#039; button in the [[Advanced Sky Editor]] window. The Day Cycle Editor gives you control over the sky during Second Life&#039;s day/night cycle. This is the cycle that is used by the Basic Environment Editor&#039;s &#039;&#039;&#039;Time of Day&#039;&#039;&#039; slider.&lt;br /&gt;
&lt;br /&gt;
The Day Cycle Editor works by setting keyframes. These are nodes (represented by the gray blips on the time graph) that have Sky Presets associated with them. As the Time of Day progresses, the WindLight sky &amp;quot;animates&amp;quot; as it interpolates between these keyframes. This is really useful for creating everything from photorealistic day/night cycles to strange alien environments.&lt;br /&gt;
&lt;br /&gt;
The yellow arrow above the timeline represents your current view, based on Time of Day. Click and drag it to see how your day will animate. You may add or delete keyframes by pressing the &#039;&#039;&#039;Add Key&#039;&#039;&#039; and &#039;&#039;&#039;Delete Key&#039;&#039;&#039; buttons to the right of the timeline.&lt;br /&gt;
&lt;br /&gt;
You can set the time position of a keyframe by either dragging it along the timeline, or by setting its value manually in the &#039;&#039;&#039;Key Frame Settings&#039;&#039;&#039; frame. Within the &#039;&#039;&#039;Key Frame Settings&#039;&#039;&#039; frame, you&#039;ll be able to associate the keyframe with its respective WindLight preset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Length of Cycle&#039;&#039;&#039; dictates the overall duration of a &amp;quot;day&amp;quot;. Setting this to a low value (for instance, 2 min.) will mean your entire 24-hour timeline will animate in only two real minutes! Once you are satisfied with your timeline and keyframe cycle, use the &#039;&#039;&#039;Play&#039;&#039;&#039; and &#039;&#039;&#039;Stop&#039;&#039;&#039; buttons to preview the results. Remember- you can also move the yellow time-indicator arrow above the timeline to see the cycle animate interactively. Using the &#039;&#039;&#039;Use Estate Time&#039;&#039;&#039; button synchronizes your day length and time of day with the current Estate&#039;s day cycle.&lt;br /&gt;
&lt;br /&gt;
Once you are pleased with your day cycle, save and load it with the &#039;&#039;&#039;Save Test Day&#039;&#039;&#039; and &#039;&#039;&#039;Load Test Day&#039;&#039;&#039; buttons. Note that, for now, we only allow one day cycle. &lt;br /&gt;
&lt;br /&gt;
[[Category:Creators]]&lt;br /&gt;
[[Category:Menus and Controls]]&lt;br /&gt;
[[Category:Knowledge Base]]&lt;/div&gt;</summary>
		<author><name>WikiTest Clarity</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Advanced_Sky_Editor&amp;diff=584062</id>
		<title>Advanced Sky Editor</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Advanced_Sky_Editor&amp;diff=584062"/>
		<updated>2009-10-08T04:43:43Z</updated>

		<summary type="html">&lt;p&gt;WikiTest Clarity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KBmaster}}&lt;br /&gt;
The Advanced Sky Editor contains detailed controls for modifying environmental effects. It is where you  make visual changes to sky and atmosphere presets, also known as &amp;quot;keyframes&amp;quot; (see [[Day Cycle Editor]] for more about keyframes). It contains three tabs, each with a number of sliders for manipulating the sky&#039;s appearance. You may also save and load sky settings when you find a view you like.&lt;br /&gt;
&lt;br /&gt;
==Opening the Advanced Sky Editor==&lt;br /&gt;
&lt;br /&gt;
The Advanced Sky Editor is located in the Environment Editor:&lt;br /&gt;
&lt;br /&gt;
# Go to &#039;&#039;&#039;World &amp;amp;gt; Environment Settings &amp;amp;gt; Environment Editor[[Image:kbsd_Kb_sky_menu_open_2.jpg]]&#039;&#039;&#039;&lt;br /&gt;
# In the Environment Editor, click the &#039;&#039;&#039;Advanced Sky&#039;&#039;&#039; button[[Image:kbsd_Kb_sky_menu_basic_2.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Overview of Advanced Sky Editor Settings==&lt;br /&gt;
&lt;br /&gt;
===The Atmosphere Tab===&lt;br /&gt;
&lt;br /&gt;
[[Image:kbsd_Kb_sky_atmosphere_menu_2.jpg]]&lt;br /&gt;
&lt;br /&gt;
This tab controls elements of the atmosphere itself:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue Horizon:&#039;&#039;&#039; Use the Red/Green/Blue (RGB) sliders to adjust the color of the sky. You can use the Intensity (I) slider to move all three RGB sliders in unison. In meteorological terms, this setting affects &amp;quot;atmospheric scattering&amp;quot;, which is the scientific answer to the age-old question, &amp;quot;[http://www.sciencemadesimple.com/sky_blue.html Why is the sky blue]?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue Density:&#039;&#039;&#039; Blue Density affects the overall color saturation of your sky. If you move the Intensity (I) slider to the right, your colors will become brighter and more vibrant. If you move it all the way to the left, your colors will become duller, eventually fading to black and white. If you&#039;d like to fine-tune your sky&#039;s color balance, you can control individual elements of saturation by using the Red/Green/Blue (RGB) sliders.&lt;br /&gt;
&lt;br /&gt;
{{KBhint| Blue Horizon and Blue Density are particularly closely related. Imagine Blue Horizon as the base color for the sky, and Blue Density as the sky&#039;s color intensity and color balance effects. Try turning Haze Density to zero and playing with these settings for yourself to get a better feel for how they interact with each other.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Haze Horizon:&#039;&#039;&#039; This setting affects the height of haze on the horizon. At higher settings, the haze will reach up into the sky and obscure the actual horizon. Haze on the horizon can help to accentuate the sun, and create a dusty, smoggy, or humid effect. This setting will not work if Haze Density is set to zero.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Haze Density:&#039;&#039;&#039; Haze density affects the amount of haze you can see in the atmosphere. At lower settings, this can make for some great outdoor views in dusty or tropical environments, and at higher levels it can create a thick, vision-obscuring fog. If you set Haze Density to zero, the Haze Horizon setting will have no effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Density Multiplier:&#039;&#039;&#039; The Density Multiplier can be used to affect the overall atmospheric density. At lower settings, it creates a feeling of &amp;quot;thin air&amp;quot;, and at higher settings, it creates a very heavy, smoggy effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Distance Multiplier:&#039;&#039;&#039; This setting affects your perceived distance within the atmosphere. To make everything look hazy and distant, move the slider to the right. If you want to completely remove the Sky Settings&#039; effects from terrain and objects, set the slider to zero.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max Altitude:&#039;&#039;&#039; Adjusts the altitude calculations Second Life makes when it is computing atmospheric lighting. At later times of day, it can be useful for calculating how &amp;quot;deep&amp;quot; a sunset appears, while at noon it can be used to achieve proper brightness values.&lt;br /&gt;
&lt;br /&gt;
===The Lighting Tab===&lt;br /&gt;
&lt;br /&gt;
[[Image:kbsd_Kb_sky_lighting_menu_2.jpg]]&lt;br /&gt;
&lt;br /&gt;
This tab controls the sun, ambient lighting, and the stars:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sun/Moon Color:&#039;&#039;&#039; This setting affects the color of the light your sun and moon produce. Keep in mind that the color of your sunlight/moonlight will affect the color of your sky! To change Sun/Moon Color, use the Red/Green/Blue (RGB) sliders, or use the Intensity (I) slider to move all three RGB sliders at once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sun and Moon Position:&#039;&#039;&#039; The Sun and Moon Position setting affects the vertical position of the sun and moon, from sunrise (0.0) through noon (0.25), sunset (0.5), midnight (0.75) and back to sunrise (1.0). Note that this setting is different than Time of Day in the Basic Environment Editor. The Time of Day setting shifts through your WindLight keyframes (see [[Day Cycle Editor|The Day Cycle Editor]]), while the Sun and Moon Position setting only affects the physical location of the sun and moon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;East Angle:&#039;&#039;&#039; The East Angle affects the horizontal position of the sun/moon, and is similar to [http://en.wikipedia.org/wiki/Azimuth azimuth]. At settings of 0.0 and 1.0, the sun will rise in the East and set in the West. The settings in between define the entire circle of the horizon; at a setting of 0.5, the sun will rise in the West and set in the East, at a setting of 0.25 the sun will rise in the South and set in the North, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sun Glow:&#039;&#039;&#039; There are two settings under Sun Glow: &#039;&#039;&#039;Size&#039;&#039;&#039; defines the size of the sun, and &#039;&#039;&#039;Focus&#039;&#039;&#039; adjusts how much the sun blurs over the sky. At very high settings, Focus can cause the sun to completely wash out a portion of the sky with brilliant light, and at zero, it will cause the sun (but not the light it casts) to disappear from the sky.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ambient:&#039;&#039;&#039; This controls the color and intensity of ambient light in the atmosphere. This is used for simulating how the light from the sun is scattered by the atmosphere and other objects once it hits the Earth. You can create a very bright sun, and a relatively dark world (think of a sunset!) with an Ambient setting of zero, but if you want to simulate mid-day illumination while the the sun was low in the sky, you need to increase the Ambient setting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scene Gamma:&#039;&#039;&#039; This control functions similarly to the &#039;&#039;&#039;Gamma&#039;&#039;&#039; setting in the Graphics Hardware Settings (formerly Adv. Graphics) tab. It adjusts your screen&#039;s distribution of light and dark output. Lower settings will cause everything to appear dim, while higher settings may make the scene look gray and &amp;quot;washed out&amp;quot;. &#039;&#039;&#039;Scene Gamma&#039;&#039;&#039; is more precise than the older &#039;&#039;&#039;Gamma&#039;&#039;&#039; in that it only affects your rendered view of the SL world- not the menus and rest of your computer&#039;s screen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Star Brightness:&#039;&#039;&#039; Star Brightness defines how visible the stars are in the sky. If you play with this slider while the sun is up, you can see stars in the middle of the day!&lt;br /&gt;
&lt;br /&gt;
===The Clouds Tab===&lt;br /&gt;
&lt;br /&gt;
[[Image:kbsd_Kb_sky_clouds_menu_2.jpg]]&lt;br /&gt;
&lt;br /&gt;
This tab gives you control over the clouds in the sky:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cloud Color:&#039;&#039;&#039; This affects the color of your clouds, if you have any. Use the individual Red/Green/Blue sliders to change the color, or the Intensity (I) slider to drag all three at once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cloud XY/Density:&#039;&#039;&#039; Use the &#039;&#039;&#039;X&#039;&#039;&#039; and &#039;&#039;&#039;Y&#039;&#039;&#039; sliders to change the horizontal position of all clouds in the sky. The &#039;&#039;&#039;D&#039;&#039;&#039; slider affects the overall density of the individual clouds; at low settings you will see thin, wispy clouds, and at higher settings you will see thicker, more solid clouds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cloud Coverage:&#039;&#039;&#039; As the name implies, this control sets the amount of cloud coverage. At zero, there isn&#039;t a cloud in the sky, but at higher settings, you can get a completely overcast effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cloud Scale:&#039;&#039;&#039; This setting affects the perceived altitude of the clouds... if you slide the control to the right, it will make the clouds appear to be higher in the sky.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cloud Detail (XY/Density):&#039;&#039;&#039; These settings affect the detail imagery of your clouds. The &#039;&#039;&#039;X&#039;&#039;&#039; and &#039;&#039;&#039;Y&#039;&#039;&#039; sliders shift its horizontal position, and the &#039;&#039;&#039;D&#039;&#039;&#039; slider controls how puffy and/or fractured your clouds look.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cloud Scroll X and Cloud Scroll Y:&#039;&#039;&#039; These sliders affect the direction and speed at which the clouds float in the sky. You may also check the &#039;&#039;&#039;Lock&#039;&#039;&#039; checkbox to prevent clouds from moving on the selected axis.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Draw Classic Clouds:&#039;&#039;&#039; Check this box to enable rendering of Second Life&#039;s classic clouds in addition to WindLight&#039;s clouds.&lt;br /&gt;
&lt;br /&gt;
===Sky Presets===&lt;br /&gt;
&lt;br /&gt;
Along the top of the Advanced Sky Editor window you&#039;ll find controls for creating, loading, saving, and deleting Sky Presets. Sky Presets are essentially snapshots of WindLight slider settings you can re-load later or use as keyframes in the Day Cycle Editor. To create a new preset, simply press the &#039;&#039;&#039;New&#039;&#039;&#039; button and name your preset. It will, by default, have the settings currently loaded in the WindLight sliders. To load a preset, simply pick it from the drop-down menu of Sky Presets. Deleting a preset is as easy as pressing the &#039;&#039;&#039;Delete&#039;&#039;&#039; button once it&#039;s loaded. Creating presets is useful both for re-loading your favorite settings and for creating day cycle animations using the [[Day Cycle Editor]].&lt;br /&gt;
[[Category:Creators]]&lt;br /&gt;
[[Category:Menus and Controls]]&lt;br /&gt;
[[Category:Knowledge Base]]&lt;/div&gt;</summary>
		<author><name>WikiTest Clarity</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=How_to_find_the_UUID_of_an_inventory_item&amp;diff=584042</id>
		<title>How to find the UUID of an inventory item</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=How_to_find_the_UUID_of_an_inventory_item&amp;diff=584042"/>
		<updated>2009-10-08T04:39:49Z</updated>

		<summary type="html">&lt;p&gt;WikiTest Clarity: /* Definition */  test&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KBmaster}}&lt;br /&gt;
&lt;br /&gt;
== Definition ==&lt;br /&gt;
[http://en.wikipedia.org/wiki/UUID UUID] stands for &#039;&#039;Universally Unique Identifier&#039;&#039;. Every avatar, object, and inventory item in the Second Life&amp;amp;reg; world has a UUID; [https://wiki.secondlife.com/wiki/How_do_I_make_an_object_%27%27do%27%27_something%3F|Scripted objects] often make use of UUIDs to identify avatars and objects, load textures, and play sounds. &lt;br /&gt;
&lt;br /&gt;
{{KBtrivia| In Second Life, the term &#039;&#039;UUID&#039;&#039; is interchangeable with the word &#039;&#039;key&#039;&#039;. If you hear someone talking about an &amp;quot;avatar key&amp;quot;, they are referring to an avatar&#039;s UUID.}}&lt;br /&gt;
&lt;br /&gt;
xxxx&lt;br /&gt;
&lt;br /&gt;
==How to find an avatar&#039;s UUID==&lt;br /&gt;
&lt;br /&gt;
You may occasionally need to know an avatar&#039;s UUID; some vending machines and other scripted objects require a valid avatar UUID to function properly. Luckily, finding an avatar&#039;s UUID is as easy as performing a simple search:&lt;br /&gt;
&lt;br /&gt;
# Click the &#039;&#039;&#039;Search&#039;&#039;&#039; button at the bottom of your Second Life viewer window.&lt;br /&gt;
# Click the &#039;&#039;&#039;All&#039;&#039;&#039; tab on the Search window.&lt;br /&gt;
# Choose &#039;&#039;&#039;People&#039;&#039;&#039; from the dropdown box to the right of the search field. [Optional]&lt;br /&gt;
# Type the name of the avatar into the search field and press &#039;&#039;&#039;Search&#039;&#039;&#039;.&lt;br /&gt;
# Click the avatar&#039;s name in the search results.&lt;br /&gt;
# At the bottom of the avatar&#039;s profile, find the URL next to &amp;quot;Link to this page.&amp;quot;&lt;br /&gt;
# The long string of letters and numbers after the last &#039;&#039;forward slash&#039;&#039; (&amp;quot;/&amp;quot;) is that avatar&#039;s UUID.&lt;br /&gt;
&lt;br /&gt;
[[Image:kb_search_avatar_UUID.jpg]]&lt;br /&gt;
&lt;br /&gt;
==How to find the UUID of an inventory item==&lt;br /&gt;
&lt;br /&gt;
[[Image:kb_copy_asset_UUID.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
If you make extensive use of LSL scripts, you may want to know the UUID of a texture or sound in your avatar&#039;s inventory. You can easily copy any inventory item&#039;s UUID to your computer&#039;s clipboard by right-clicking it and selecting &#039;&#039;&#039;Copy Asset UUID&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
===Caveats===&lt;br /&gt;
&lt;br /&gt;
This method is great for finding sound and texture UUIDs, but is not always effective for other inventory types. Here is a short list of exceptions:&lt;br /&gt;
&lt;br /&gt;
* A notecard&#039;s UUID changes every time it is edited and saved.&lt;br /&gt;
* There is no way to find an object&#039;s UUID until it is rezzed inworld; this is because each rezzed copy of the object must have a unique UUID. Similarly, if you take an object into your inventory, it is assigned a new UUID the next time you rez it.&lt;br /&gt;
* There is no way to find an LSL script&#039;s UUID while it is in your inventory, for similar reasons.&lt;br /&gt;
* You must have &#039;&#039;full permissions&#039;&#039; on any inventory item to copy its UUID; this also applies to calling cards, which are by nature &amp;quot;no-transfer&amp;quot; items.&lt;br /&gt;
&lt;br /&gt;
==Other resources==&lt;br /&gt;
&lt;br /&gt;
LSL has several [[Category:LSL Detected|detection functions]] that can help determine an object or avatar&#039;s UUID. If you are interested in learning to use LSL for this purpose, see the [[LSL Portal]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Avatar]]&lt;br /&gt;
[[Category:Building Objects]]&lt;br /&gt;
[[Category:Creators]]&lt;br /&gt;
[[Category:Coding Scripts]]&lt;br /&gt;
[[Category:General Avatar Information]]&lt;br /&gt;
[[Category:Business Owners]]&lt;br /&gt;
[[Category:Working with Textures]]&lt;br /&gt;
[[Category:Knowledge Base]]&lt;/div&gt;</summary>
		<author><name>WikiTest Clarity</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=How_to_find_the_UUID_of_an_inventory_item&amp;diff=584032</id>
		<title>How to find the UUID of an inventory item</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=How_to_find_the_UUID_of_an_inventory_item&amp;diff=584032"/>
		<updated>2009-10-08T04:37:59Z</updated>

		<summary type="html">&lt;p&gt;WikiTest Clarity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KBmaster}}&lt;br /&gt;
&lt;br /&gt;
== Definition ==&lt;br /&gt;
[http://en.wikipedia.org/wiki/UUID UUID] stands for &#039;&#039;Universally Unique Identifier&#039;&#039;. Every avatar, object, and inventory item in the Second Life&amp;amp;reg; world has a UUID; [https://wiki.secondlife.com/wiki/How_do_I_make_an_object_%27%27do%27%27_something%3F|Scripted objects] often make use of UUIDs to identify avatars and objects, load textures, and play sounds. &lt;br /&gt;
&lt;br /&gt;
{{KBtrivia| In Second Life, the term &#039;&#039;UUID&#039;&#039; is interchangeable with the word &#039;&#039;key&#039;&#039;. If you hear someone talking about an &amp;quot;avatar key&amp;quot;, they are referring to an avatar&#039;s UUID.}}&lt;br /&gt;
&lt;br /&gt;
==How to find an avatar&#039;s UUID==&lt;br /&gt;
&lt;br /&gt;
You may occasionally need to know an avatar&#039;s UUID; some vending machines and other scripted objects require a valid avatar UUID to function properly. Luckily, finding an avatar&#039;s UUID is as easy as performing a simple search:&lt;br /&gt;
&lt;br /&gt;
# Click the &#039;&#039;&#039;Search&#039;&#039;&#039; button at the bottom of your Second Life viewer window.&lt;br /&gt;
# Click the &#039;&#039;&#039;All&#039;&#039;&#039; tab on the Search window.&lt;br /&gt;
# Choose &#039;&#039;&#039;People&#039;&#039;&#039; from the dropdown box to the right of the search field. [Optional]&lt;br /&gt;
# Type the name of the avatar into the search field and press &#039;&#039;&#039;Search&#039;&#039;&#039;.&lt;br /&gt;
# Click the avatar&#039;s name in the search results.&lt;br /&gt;
# At the bottom of the avatar&#039;s profile, find the URL next to &amp;quot;Link to this page.&amp;quot;&lt;br /&gt;
# The long string of letters and numbers after the last &#039;&#039;forward slash&#039;&#039; (&amp;quot;/&amp;quot;) is that avatar&#039;s UUID.&lt;br /&gt;
&lt;br /&gt;
[[Image:kb_search_avatar_UUID.jpg]]&lt;br /&gt;
&lt;br /&gt;
==How to find the UUID of an inventory item==&lt;br /&gt;
&lt;br /&gt;
[[Image:kb_copy_asset_UUID.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
If you make extensive use of LSL scripts, you may want to know the UUID of a texture or sound in your avatar&#039;s inventory. You can easily copy any inventory item&#039;s UUID to your computer&#039;s clipboard by right-clicking it and selecting &#039;&#039;&#039;Copy Asset UUID&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
===Caveats===&lt;br /&gt;
&lt;br /&gt;
This method is great for finding sound and texture UUIDs, but is not always effective for other inventory types. Here is a short list of exceptions:&lt;br /&gt;
&lt;br /&gt;
* A notecard&#039;s UUID changes every time it is edited and saved.&lt;br /&gt;
* There is no way to find an object&#039;s UUID until it is rezzed inworld; this is because each rezzed copy of the object must have a unique UUID. Similarly, if you take an object into your inventory, it is assigned a new UUID the next time you rez it.&lt;br /&gt;
* There is no way to find an LSL script&#039;s UUID while it is in your inventory, for similar reasons.&lt;br /&gt;
* You must have &#039;&#039;full permissions&#039;&#039; on any inventory item to copy its UUID; this also applies to calling cards, which are by nature &amp;quot;no-transfer&amp;quot; items.&lt;br /&gt;
&lt;br /&gt;
==Other resources==&lt;br /&gt;
&lt;br /&gt;
LSL has several [[Category:LSL Detected|detection functions]] that can help determine an object or avatar&#039;s UUID. If you are interested in learning to use LSL for this purpose, see the [[LSL Portal]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Avatar]]&lt;br /&gt;
[[Category:Building Objects]]&lt;br /&gt;
[[Category:Creators]]&lt;br /&gt;
[[Category:Coding Scripts]]&lt;br /&gt;
[[Category:General Avatar Information]]&lt;br /&gt;
[[Category:Business Owners]]&lt;br /&gt;
[[Category:Working with Textures]]&lt;br /&gt;
[[Category:Knowledge Base]]&lt;/div&gt;</summary>
		<author><name>WikiTest Clarity</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Avatar_Impostors&amp;diff=584012</id>
		<title>Avatar Impostors</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Avatar_Impostors&amp;diff=584012"/>
		<updated>2009-10-08T04:35:49Z</updated>

		<summary type="html">&lt;p&gt;WikiTest Clarity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KBmaster}}&lt;br /&gt;
{{KB Avatar}}You may notice that some far-away [[avatar]]s now seem to animate a little more jerkily than close ones; that&#039;s because they have been replaced by Avatar Impostors! Avatar Impostors are two-dimensional renderings of avatars, designed to improve the performance of your Second Life® client when there are many avatars on your screen at the same time. Even though the Impostors are two-dimensional animated textures, they do not look any different than the 3D avatars they represent- with the exception of your improved framerate, you may not even notice their presence!&lt;br /&gt;
&lt;br /&gt;
[[File:AvatarImpostor_example.jpg|600px|center]]&lt;br /&gt;
&lt;br /&gt;
You can control how aggressively Second Life uses Impostors by adjusting the &#039;&#039;Avatar Mesh Detail&#039;&#039; slider in the Graphics [[Preferences Window Guide|Preferences]] tab.  If you move the slider to the left, avatars become Impostors at closer distances; if you move the slider to the right, avatars remain fully 3D at greater distances.  You can access the Graphics Preferences tab by selecting &#039;&#039;&#039;Edit &amp;gt; Preferences&#039;&#039;&#039; and clicking the &#039;&#039;&#039;Graphics&#039;&#039;&#039; tab.&lt;br /&gt;
&lt;br /&gt;
xxxx&lt;br /&gt;
&lt;br /&gt;
[[Category:Improving Performance]]&lt;br /&gt;
[[Category:FAQs]]&lt;br /&gt;
[[Category:Second Life for Beginners]]&lt;br /&gt;
[[Category:General Avatar Information]]&lt;br /&gt;
[[Category:Knowledge Base]]&lt;/div&gt;</summary>
		<author><name>WikiTest Clarity</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=How_to_find_the_UUID_of_an_inventory_item&amp;diff=583982</id>
		<title>How to find the UUID of an inventory item</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=How_to_find_the_UUID_of_an_inventory_item&amp;diff=583982"/>
		<updated>2009-10-08T04:27:19Z</updated>

		<summary type="html">&lt;p&gt;WikiTest Clarity: /* Other resources */  test&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KBmaster}}&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/UUID UUID] stands for &#039;&#039;Universally Unique Identifier&#039;&#039;. Every avatar, object, and inventory item in the Second Life&amp;amp;reg; world has a UUID; [https://wiki.secondlife.com/wiki/How_do_I_make_an_object_%27%27do%27%27_something%3F|Scripted objects] often make use of UUIDs to identify avatars and objects, load textures, and play sounds. &lt;br /&gt;
&lt;br /&gt;
{{KBtrivia| In Second Life, the term &#039;&#039;UUID&#039;&#039; is interchangeable with the word &#039;&#039;key&#039;&#039;. If you hear someone talking about an &amp;quot;avatar key&amp;quot;, they are referring to an avatar&#039;s UUID.}}&lt;br /&gt;
&lt;br /&gt;
==How to find an avatar&#039;s UUID==&lt;br /&gt;
&lt;br /&gt;
You may occasionally need to know an avatar&#039;s UUID; some vending machines and other scripted objects require a valid avatar UUID to function properly. Luckily, finding an avatar&#039;s UUID is as easy as performing a simple search:&lt;br /&gt;
&lt;br /&gt;
# Click the &#039;&#039;&#039;Search&#039;&#039;&#039; button at the bottom of your Second Life viewer window.&lt;br /&gt;
# Click the &#039;&#039;&#039;All&#039;&#039;&#039; tab on the Search window.&lt;br /&gt;
# Choose &#039;&#039;&#039;People&#039;&#039;&#039; from the dropdown box to the right of the search field. [Optional]&lt;br /&gt;
# Type the name of the avatar into the search field and press &#039;&#039;&#039;Search&#039;&#039;&#039;.&lt;br /&gt;
# Click the avatar&#039;s name in the search results.&lt;br /&gt;
# At the bottom of the avatar&#039;s profile, find the URL next to &amp;quot;Link to this page.&amp;quot;&lt;br /&gt;
# The long string of letters and numbers after the last &#039;&#039;forward slash&#039;&#039; (&amp;quot;/&amp;quot;) is that avatar&#039;s UUID.&lt;br /&gt;
&lt;br /&gt;
[[Image:kb_search_avatar_UUID.jpg]]&lt;br /&gt;
&lt;br /&gt;
==How to find the UUID of an inventory item==&lt;br /&gt;
&lt;br /&gt;
[[Image:kb_copy_asset_UUID.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
If you make extensive use of LSL scripts, you may want to know the UUID of a texture or sound in your avatar&#039;s inventory. You can easily copy any inventory item&#039;s UUID to your computer&#039;s clipboard by right-clicking it and selecting &#039;&#039;&#039;Copy Asset UUID&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
===Caveats===&lt;br /&gt;
&lt;br /&gt;
This method is great for finding sound and texture UUIDs, but is not always effective for other inventory types. Here is a short list of exceptions:&lt;br /&gt;
&lt;br /&gt;
* A notecard&#039;s UUID changes every time it is edited and saved.&lt;br /&gt;
* There is no way to find an object&#039;s UUID until it is rezzed inworld; this is because each rezzed copy of the object must have a unique UUID. Similarly, if you take an object into your inventory, it is assigned a new UUID the next time you rez it.&lt;br /&gt;
* There is no way to find an LSL script&#039;s UUID while it is in your inventory, for similar reasons.&lt;br /&gt;
* You must have &#039;&#039;full permissions&#039;&#039; on any inventory item to copy its UUID; this also applies to calling cards, which are by nature &amp;quot;no-transfer&amp;quot; items.&lt;br /&gt;
&lt;br /&gt;
==Other resources==&lt;br /&gt;
&lt;br /&gt;
LSL has several [[Category:LSL Detected|detection functions]] that can help determine an object or avatar&#039;s UUID. If you are interested in learning to use LSL for this purpose, see the [[LSL Portal]].&lt;br /&gt;
&lt;br /&gt;
xxxx&lt;br /&gt;
&lt;br /&gt;
[[Category:Avatar]]&lt;br /&gt;
[[Category:Building Objects]]&lt;br /&gt;
[[Category:Creators]]&lt;br /&gt;
[[Category:Coding Scripts]]&lt;br /&gt;
[[Category:General Avatar Information]]&lt;br /&gt;
[[Category:Business Owners]]&lt;br /&gt;
[[Category:Working with Textures]]&lt;br /&gt;
[[Category:Knowledge Base]]&lt;/div&gt;</summary>
		<author><name>WikiTest Clarity</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=How_do_I_join_a_group%3F&amp;diff=583972</id>
		<title>How do I join a group?</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=How_do_I_join_a_group%3F&amp;diff=583972"/>
		<updated>2009-10-08T04:25:35Z</updated>

		<summary type="html">&lt;p&gt;WikiTest Clarity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KBmaster}}&lt;br /&gt;
&lt;br /&gt;
{{KB Groups}}Joining a group differs, depending on whether the group has open or closed enrollment. &#039;&#039;Open groups&#039;&#039; are free for anyone to join. &#039;&#039;Closed groups&#039;&#039; require an invitation from an existing group officer.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
==Joining an open group==&lt;br /&gt;
&lt;br /&gt;
To join an open group:&lt;br /&gt;
&lt;br /&gt;
# Click the &#039;&#039;&#039;Search&#039;&#039;&#039; button.&lt;br /&gt;
# Click the &#039;&#039;&#039;Groups&#039;&#039;&#039; tab.&lt;br /&gt;
# Enter the name of the group you wish to join and click the &#039;&#039;&#039;Search&#039;&#039;&#039; button.&lt;br /&gt;
# Click on the group entry. If the group is open enrollment, the &#039;&#039;&#039;Join&#039;&#039;&#039; button appears above the Owners and Visible Members listing, along with any cost associated with joining the group.&lt;br /&gt;
# Click the &#039;&#039;&#039;Join&#039;&#039;&#039; button to join the group.&lt;br /&gt;
&lt;br /&gt;
==Joining a closed group==&lt;br /&gt;
&lt;br /&gt;
You cannot join a closed group yourself. An officer of the group needs to perform the following steps:&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;&#039;Edit &amp;gt; Groups&#039;&#039;&#039; from the menus at the top of the Second Life window.&lt;br /&gt;
# Select the group and click &#039;&#039;&#039;Info&#039;&#039;&#039;.&lt;br /&gt;
# Click the &#039;&#039;&#039;Members &amp;gt; Roles&#039;&#039;&#039; tab.&lt;br /&gt;
# In the &#039;&#039;&#039;Members&#039;&#039;&#039; subtab, click &#039;&#039;&#039;Invite New Person&#039;&#039;&#039;.&lt;br /&gt;
# Click &#039;&#039;&#039;Open Person Chooser&#039;&#039;&#039;.&lt;br /&gt;
# Search for the desired name in the Person Chooser and click &#039;&#039;&#039;Select&#039;&#039;&#039;.&lt;br /&gt;
# Select the desired role from the dropdown menu above &#039;&#039;&#039;Send Invitations&#039;&#039;&#039;.&lt;br /&gt;
# Click &#039;&#039;&#039;Send Invitations&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Making Your Avatar Fancy]]&lt;br /&gt;
[[Category:Educators]]&lt;br /&gt;
[[Category:Second Life for Beginners]]&lt;br /&gt;
[[Category:General Avatar Information]]&lt;br /&gt;
[[Category:Business Owners]]&lt;br /&gt;
[[Category:Groups]]&lt;br /&gt;
[[Category:Landowners]]&lt;br /&gt;
[[Category:Knowledge Base]]&lt;/div&gt;</summary>
		<author><name>WikiTest Clarity</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=How_do_I_join_a_group%3F&amp;diff=583962</id>
		<title>How do I join a group?</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=How_do_I_join_a_group%3F&amp;diff=583962"/>
		<updated>2009-10-08T04:24:56Z</updated>

		<summary type="html">&lt;p&gt;WikiTest Clarity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KBmaster}}&lt;br /&gt;
&lt;br /&gt;
{{KB Groups}}Joining a group differs, depending on whether the group has open or closed enrollment. &#039;&#039;Open groups&#039;&#039; are free for anyone to join. &#039;&#039;&#039;Closed groups&#039;&#039;&#039; require an invitation from an existing group officer.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
==Joining an open group==&lt;br /&gt;
&lt;br /&gt;
To join an open group:&lt;br /&gt;
&lt;br /&gt;
# Click the &#039;&#039;&#039;Search&#039;&#039;&#039; button.&lt;br /&gt;
# Click the &#039;&#039;&#039;Groups&#039;&#039;&#039; tab.&lt;br /&gt;
# Enter the name of the group you wish to join and click the &#039;&#039;&#039;Search&#039;&#039;&#039; button.&lt;br /&gt;
# Click on the group entry. If the group is open enrollment, the &#039;&#039;&#039;Join&#039;&#039;&#039; button appears above the Owners and Visible Members listing, along with any cost associated with joining the group.&lt;br /&gt;
# Click the &#039;&#039;&#039;Join&#039;&#039;&#039; button to join the group.&lt;br /&gt;
&lt;br /&gt;
==Joining a closed group==&lt;br /&gt;
&lt;br /&gt;
You cannot join a closed group yourself. An officer of the group needs to perform the following steps:&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;&#039;Edit &amp;gt; Groups&#039;&#039;&#039; from the menus at the top of the Second Life window.&lt;br /&gt;
# Select the group and click &#039;&#039;&#039;Info&#039;&#039;&#039;.&lt;br /&gt;
# Click the &#039;&#039;&#039;Members &amp;gt; Roles&#039;&#039;&#039; tab.&lt;br /&gt;
# In the &#039;&#039;&#039;Members&#039;&#039;&#039; subtab, click &#039;&#039;&#039;Invite New Person&#039;&#039;&#039;.&lt;br /&gt;
# Click &#039;&#039;&#039;Open Person Chooser&#039;&#039;&#039;.&lt;br /&gt;
# Search for the desired name in the Person Chooser and click &#039;&#039;&#039;Select&#039;&#039;&#039;.&lt;br /&gt;
# Select the desired role from the dropdown menu above &#039;&#039;&#039;Send Invitations&#039;&#039;&#039;.&lt;br /&gt;
# Click &#039;&#039;&#039;Send Invitations&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Making Your Avatar Fancy]]&lt;br /&gt;
[[Category:Educators]]&lt;br /&gt;
[[Category:Second Life for Beginners]]&lt;br /&gt;
[[Category:General Avatar Information]]&lt;br /&gt;
[[Category:Business Owners]]&lt;br /&gt;
[[Category:Groups]]&lt;br /&gt;
[[Category:Landowners]]&lt;br /&gt;
[[Category:Knowledge Base]]&lt;/div&gt;</summary>
		<author><name>WikiTest Clarity</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Avatar_Rendering_Cost&amp;diff=583833</id>
		<title>Avatar Rendering Cost</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Avatar_Rendering_Cost&amp;diff=583833"/>
		<updated>2009-10-08T00:16:41Z</updated>

		<summary type="html">&lt;p&gt;WikiTest Clarity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help|Viewer=*|Glossary=*|Avatar=*}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avatar Rendering Cost&#039;&#039;&#039; (ARC) shows a point score above each [[avatar]]&#039;s head which indicates how &amp;quot;laggy&amp;quot; they are on the viewer-side.  ARC is found in [[Advanced Menu]] &amp;gt; Rendering &amp;gt; Info Displays &amp;gt; Avatar Rendering Cost.  The score is a factor of the size and number of [[texture]]s used, and the number and type of primitives used.  Avatars with large textures, lots of flexi-prim parts and high prim count objects, and/or invisible parts will score higher than one that uses fewer/smaller textures, using a few [[sculpty|sculpties]] instead of many basic primitives, and so on.&lt;br /&gt;
&lt;br /&gt;
The score are color coded.  The center of the Yellow band is about a score of 1,000.  The numbers turn fully red at 2,000.  It&#039;s generally best to be considerate of others when putting together your avatar, and to do what you can to stay under a score of 2,000, especially in crowded areas.  Under 1,000 is even better.  These are only guidelines, but be aware that the higher your score is, the more lag you generate for other [[Resident]]s, particularly those with older machines.&lt;br /&gt;
&lt;br /&gt;
ARC is somewhat controversial - there are people who have made a game of creating high ARC avatars that don&#039;t produce much lag. However, if you keep in mind that it&#039;s an estimate, it can be a useful tool.&lt;br /&gt;
&lt;br /&gt;
==Lowering your rendering cost==&lt;br /&gt;
&lt;br /&gt;
Most people can make an avatar which looks similar to their normal avatar, but has a lower ARC. It can be a good idea to keep a low-ARC avatar to take to high-lag or popular events, or to wear to classes that are likely to generate lag (such as building or scripting classes).&lt;br /&gt;
&lt;br /&gt;
# Start by bringing the ARC up: [[Advanced Menu]] &amp;gt; Rendering &amp;gt; Info Displays &amp;gt; Avatar Rendering Cost&lt;br /&gt;
# Make a note of all the attachments you wear on your regular avatar.&lt;br /&gt;
# Detach everything. (Right click on yourself, select Detach, then select Detach All.)&lt;br /&gt;
# Gradually attach each item, making a note of which items increase your ARC most.&lt;br /&gt;
# If you&#039;re a competent builder yourself, look at &amp;quot;How ARC is calculated&amp;quot; and remove unnecessary particles, flexi, bumpmapping, texture animation and prims from copy/modify high-ARC objects.&amp;lt;br&amp;gt;Some hairstyles, for instance, have more than one style within the same object, with the second style being invisible. You can reduce the ARC of that hair just by making a version without the second style - and look exactly the same.&lt;br /&gt;
# Otherwise, you can look for low ARC objects that have a similar look to the high ARC version. Use demos to figure out the ARC of an object before purchase.&lt;br /&gt;
&lt;br /&gt;
==What to do if someone with high rendering cost is causing you lag==&lt;br /&gt;
&lt;br /&gt;
If you have [[avatar impostors]] enabled, [[mute]] them.  They will be replaced by an imposter, with the effective rendering cost of 1.  Their original rendering cost will still be displayed.  This is particularly useful on machines that get poor framerates, you can mute high cost avatars to help increase your framerate in crowded areas.&lt;br /&gt;
&lt;br /&gt;
==Video Introduction==&lt;br /&gt;
&amp;lt;videoflash&amp;gt;TG_o0mpyk0c&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How ARC is calculated ==&lt;br /&gt;
&lt;br /&gt;
* An avatar with no attachments has a score of 1.&lt;br /&gt;
: You can have the fanciest possible Linden (aka mesh) clothing, hair, and shoes, and still have a score of 1.&lt;br /&gt;
&lt;br /&gt;
* 10 points for each prim.&lt;br /&gt;
: This is a base cost for the prim, other points add to this cost.&lt;br /&gt;
&lt;br /&gt;
* 5 points for each unique texture (on prims).&lt;br /&gt;
: Coloured but untextured prims don&#039;t add ARC for textures.&lt;br /&gt;
: Textures used to make clothing, hair, shoes, etc don&#039;t add ARC.&lt;br /&gt;
: Each texture counts once, so hair that has fifty prims but only one texture across all the hair adds only 5 points for textures. (Note that most hair has at least two textures, one with transparency to make the &#039;ends&#039;, and one without for the main bulk of the hair. So hair like that adds 10 points for textures.)&lt;br /&gt;
&lt;br /&gt;
* 1 point for each invisiprim.&lt;br /&gt;
: This isn&#039;t transparency, but the invisiprim texture used for blocking avatar skin. Its most frequent use is prim heels, it&#039;s also often used for furry or tiny avatars.&lt;br /&gt;
&lt;br /&gt;
* 1 point for each prim with glow.&lt;br /&gt;
&lt;br /&gt;
* 1 point for each prim with shininess.&lt;br /&gt;
&lt;br /&gt;
* 1 point for each face of every prim that&#039;s planar-mapped.&lt;br /&gt;
: [[Video Tutorial/Planar texture mapping]]&lt;br /&gt;
&lt;br /&gt;
* 1 point per metre, per axis, for each prim.&lt;br /&gt;
: This most often affects skirts, capes, long hair, large wings and long tails.&lt;br /&gt;
&lt;br /&gt;
* 4 points for each prim with bump mapping.&lt;br /&gt;
&lt;br /&gt;
* 4 points for each prim face with transparency.&lt;br /&gt;
: Note that this is per face, not per prim.&lt;br /&gt;
: This includes partial transparency, like &#039;endy&#039; hair.&lt;br /&gt;
: It also includes prims which don&#039;t seem to have invisibility, but do - if it shows up as red when you turn &#039;highlight transparent&#039; on (under the view menu), it counts.&lt;br /&gt;
&lt;br /&gt;
* 4 points for each prim face with an animated texture.&lt;br /&gt;
: Note that this is per face, not per prim.&lt;br /&gt;
&lt;br /&gt;
* 8 points for each prim that&#039;s flexible.&lt;br /&gt;
&lt;br /&gt;
* 16 points for each prim that emits particles.&lt;br /&gt;
: The most common use of particle emitters is bling.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [http://blogs.secondlife.com/community/features/blog/2008/05/01/who-me-yes-you-couldnt-be-then-who-introducing-avatar-rendering-cost Original Linden Lab announcement]&lt;br /&gt;
* [[Lag]]&lt;br /&gt;
* {{slkb|5470|What is Avatar Rendering Cost?}}&lt;br /&gt;
&lt;br /&gt;
= KB article (needs to be merged and duplicate info removed) =&lt;br /&gt;
{{KBmaster}}&lt;br /&gt;
&lt;br /&gt;
==Avatar Rendering Cost is also referred to as &#039;ARC&#039;.==&lt;br /&gt;
&lt;br /&gt;
Using a point score, the Avatar Rendering Cost shows how much each avatar affects the [[How to check viewer performance from your end - Video Tutorial|rendering performance of the viewer.]] The point score is shown over an avatar&#039;s head in green, yellow or red, depending on how costly an avatar is for a graphics card to render.&lt;br /&gt;
&lt;br /&gt;
[[Image:kb_Doc_Tester_demo_of_ARC.png]]&lt;br /&gt;
&lt;br /&gt;
===How is the Avatar Rendering Cost determined?===&lt;br /&gt;
&lt;br /&gt;
Each face/polygon of an avatar is assigned a point (times a multiple). Characteristics of that face which might slow down rendering determines the multiple. All the points get added together and presented as &amp;quot;the final cost&amp;quot; estimate of rendering the avatar.&lt;br /&gt;
&lt;br /&gt;
====What types of characteristics affect each face/polygon on an avatar&#039;s attachment?====&lt;br /&gt;
&lt;br /&gt;
 The following characteristics can increase the multiplier for a particular attachment:&lt;br /&gt;
&lt;br /&gt;
* The attachment has a unique texture&lt;br /&gt;
* The attachment has flexiprims in it &lt;br /&gt;
* The attachment is invisible or has invisible parts&lt;br /&gt;
* The attachment glows&lt;br /&gt;
* The attachment has texture coordinates that are animated&lt;br /&gt;
{{KBnote| An avatar with no attachments will have an Avatar Rendering Cost of 1. Adding attachments to an avatar will increase Avatar Rendering Cost.}}&lt;br /&gt;
&lt;br /&gt;
===How do I enable ARC?===&lt;br /&gt;
&lt;br /&gt;
Turn on your [[How do I open the Advanced menu (Formerly known as the Client menu.)|Advanced Menu.]]&lt;br /&gt;
&lt;br /&gt;
Go to: Advanced &amp;amp;gt; Rendering &amp;amp;gt; Info Displays &amp;amp;gt; Avatar Rendering Cost&lt;br /&gt;
&lt;br /&gt;
[[Image:kb_ARC_Default_.png]] &lt;br /&gt;
&lt;br /&gt;
==== Learn more by reading [http://blog.secondlife.com/2008/05/01/who-me-yes-you-couldnt-be-then-who-introducing-avatar-rendering-cost/ Technical Details] (including cost computations) on our blog, or view our Video Tutorial.====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;blip&amp;quot;&amp;gt;Abv0TQA|640|480&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enjoy the benefits of Avatar Rendering Cost, an educational tool to help understand more about sources of viewer-side performance.&lt;br /&gt;
[[Category:Avatar]]&lt;br /&gt;
[[Category:Video]]&lt;br /&gt;
[[Category:Textures and Snapshots]]&lt;br /&gt;
[[Category:Videos]]&lt;br /&gt;
[[Category:Performance and Stability]]&lt;br /&gt;
[[Category:Avatar and Appearance]]&lt;br /&gt;
[[Category:Making Your Avatar Fancy]]&lt;br /&gt;
[[Category:Performance]]&lt;br /&gt;
[[Category:Improving Performance]]&lt;br /&gt;
[[Category:Landowners]]&lt;br /&gt;
[[Category:Working with Textures]]&lt;br /&gt;
[[Category:Knowledge Base]]&lt;br /&gt;
[[Category:Advanced menu]]&lt;/div&gt;</summary>
		<author><name>WikiTest Clarity</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=How_to_find_the_UUID_of_an_inventory_item&amp;diff=583763</id>
		<title>How to find the UUID of an inventory item</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=How_to_find_the_UUID_of_an_inventory_item&amp;diff=583763"/>
		<updated>2009-10-08T00:05:17Z</updated>

		<summary type="html">&lt;p&gt;WikiTest Clarity: /* Other resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KBmaster}}&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/UUID UUID] stands for &#039;&#039;Universally Unique Identifier&#039;&#039;. Every avatar, object, and inventory item in the Second Life&amp;amp;reg; world has a UUID; [https://wiki.secondlife.com/wiki/How_do_I_make_an_object_%27%27do%27%27_something%3F|Scripted objects] often make use of UUIDs to identify avatars and objects, load textures, and play sounds. &lt;br /&gt;
&lt;br /&gt;
{{KBtrivia| In Second Life, the term &#039;&#039;UUID&#039;&#039; is interchangeable with the word &#039;&#039;key&#039;&#039;. If you hear someone talking about an &amp;quot;avatar key&amp;quot;, they are referring to an avatar&#039;s UUID.}}&lt;br /&gt;
&lt;br /&gt;
==How to find an avatar&#039;s UUID==&lt;br /&gt;
&lt;br /&gt;
You may occasionally need to know an avatar&#039;s UUID; some vending machines and other scripted objects require a valid avatar UUID to function properly. Luckily, finding an avatar&#039;s UUID is as easy as performing a simple search:&lt;br /&gt;
&lt;br /&gt;
# Click the &#039;&#039;&#039;Search&#039;&#039;&#039; button at the bottom of your Second Life viewer window.&lt;br /&gt;
# Click the &#039;&#039;&#039;All&#039;&#039;&#039; tab on the Search window.&lt;br /&gt;
# Choose &#039;&#039;&#039;People&#039;&#039;&#039; from the dropdown box to the right of the search field. [Optional]&lt;br /&gt;
# Type the name of the avatar into the search field and press &#039;&#039;&#039;Search&#039;&#039;&#039;.&lt;br /&gt;
# Click the avatar&#039;s name in the search results.&lt;br /&gt;
# At the bottom of the avatar&#039;s profile, find the URL next to &amp;quot;Link to this page.&amp;quot;&lt;br /&gt;
# The long string of letters and numbers after the last &#039;&#039;forward slash&#039;&#039; (&amp;quot;/&amp;quot;) is that avatar&#039;s UUID.&lt;br /&gt;
&lt;br /&gt;
[[Image:kb_search_avatar_UUID.jpg]]&lt;br /&gt;
&lt;br /&gt;
==How to find the UUID of an inventory item==&lt;br /&gt;
&lt;br /&gt;
[[Image:kb_copy_asset_UUID.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
If you make extensive use of LSL scripts, you may want to know the UUID of a texture or sound in your avatar&#039;s inventory. You can easily copy any inventory item&#039;s UUID to your computer&#039;s clipboard by right-clicking it and selecting &#039;&#039;&#039;Copy Asset UUID&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
===Caveats===&lt;br /&gt;
&lt;br /&gt;
This method is great for finding sound and texture UUIDs, but is not always effective for other inventory types. Here is a short list of exceptions:&lt;br /&gt;
&lt;br /&gt;
* A notecard&#039;s UUID changes every time it is edited and saved.&lt;br /&gt;
* There is no way to find an object&#039;s UUID until it is rezzed inworld; this is because each rezzed copy of the object must have a unique UUID. Similarly, if you take an object into your inventory, it is assigned a new UUID the next time you rez it.&lt;br /&gt;
* There is no way to find an LSL script&#039;s UUID while it is in your inventory, for similar reasons.&lt;br /&gt;
* You must have &#039;&#039;full permissions&#039;&#039; on any inventory item to copy its UUID; this also applies to calling cards, which are by nature &amp;quot;no-transfer&amp;quot; items.&lt;br /&gt;
&lt;br /&gt;
==Other resources==&lt;br /&gt;
&lt;br /&gt;
LSL has several [[Category:LSL Detected|detection functions]] that can help determine an object or avatar&#039;s UUID. If you are interested in learning to use LSL for this purpose, see the [[LSL Portal]].&lt;br /&gt;
&lt;br /&gt;
blah blah.xxxxxx&lt;br /&gt;
&lt;br /&gt;
[[Category:Avatar]]&lt;br /&gt;
[[Category:Building Objects]]&lt;br /&gt;
[[Category:Creators]]&lt;br /&gt;
[[Category:Coding Scripts]]&lt;br /&gt;
[[Category:General Avatar Information]]&lt;br /&gt;
[[Category:Business Owners]]&lt;br /&gt;
[[Category:Working with Textures]]&lt;br /&gt;
[[Category:Knowledge Base]]&lt;/div&gt;</summary>
		<author><name>WikiTest Clarity</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=How_to_find_the_UUID_of_an_inventory_item&amp;diff=583753</id>
		<title>How to find the UUID of an inventory item</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=How_to_find_the_UUID_of_an_inventory_item&amp;diff=583753"/>
		<updated>2009-10-07T23:55:40Z</updated>

		<summary type="html">&lt;p&gt;WikiTest Clarity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KBmaster}}&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/UUID UUID] stands for &#039;&#039;Universally Unique Identifier&#039;&#039;. Every avatar, object, and inventory item in the Second Life&amp;amp;reg; world has a UUID; [https://wiki.secondlife.com/wiki/How_do_I_make_an_object_%27%27do%27%27_something%3F|Scripted objects] often make use of UUIDs to identify avatars and objects, load textures, and play sounds. &lt;br /&gt;
&lt;br /&gt;
{{KBtrivia| In Second Life, the term &#039;&#039;UUID&#039;&#039; is interchangeable with the word &#039;&#039;key&#039;&#039;. If you hear someone talking about an &amp;quot;avatar key&amp;quot;, they are referring to an avatar&#039;s UUID.}}&lt;br /&gt;
&lt;br /&gt;
==How to find an avatar&#039;s UUID==&lt;br /&gt;
&lt;br /&gt;
You may occasionally need to know an avatar&#039;s UUID; some vending machines and other scripted objects require a valid avatar UUID to function properly. Luckily, finding an avatar&#039;s UUID is as easy as performing a simple search:&lt;br /&gt;
&lt;br /&gt;
# Click the &#039;&#039;&#039;Search&#039;&#039;&#039; button at the bottom of your Second Life viewer window.&lt;br /&gt;
# Click the &#039;&#039;&#039;All&#039;&#039;&#039; tab on the Search window.&lt;br /&gt;
# Choose &#039;&#039;&#039;People&#039;&#039;&#039; from the dropdown box to the right of the search field. [Optional]&lt;br /&gt;
# Type the name of the avatar into the search field and press &#039;&#039;&#039;Search&#039;&#039;&#039;.&lt;br /&gt;
# Click the avatar&#039;s name in the search results.&lt;br /&gt;
# At the bottom of the avatar&#039;s profile, find the URL next to &amp;quot;Link to this page.&amp;quot;&lt;br /&gt;
# The long string of letters and numbers after the last &#039;&#039;forward slash&#039;&#039; (&amp;quot;/&amp;quot;) is that avatar&#039;s UUID.&lt;br /&gt;
&lt;br /&gt;
[[Image:kb_search_avatar_UUID.jpg]]&lt;br /&gt;
&lt;br /&gt;
==How to find the UUID of an inventory item==&lt;br /&gt;
&lt;br /&gt;
[[Image:kb_copy_asset_UUID.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
If you make extensive use of LSL scripts, you may want to know the UUID of a texture or sound in your avatar&#039;s inventory. You can easily copy any inventory item&#039;s UUID to your computer&#039;s clipboard by right-clicking it and selecting &#039;&#039;&#039;Copy Asset UUID&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
===Caveats===&lt;br /&gt;
&lt;br /&gt;
This method is great for finding sound and texture UUIDs, but is not always effective for other inventory types. Here is a short list of exceptions:&lt;br /&gt;
&lt;br /&gt;
* A notecard&#039;s UUID changes every time it is edited and saved.&lt;br /&gt;
* There is no way to find an object&#039;s UUID until it is rezzed inworld; this is because each rezzed copy of the object must have a unique UUID. Similarly, if you take an object into your inventory, it is assigned a new UUID the next time you rez it.&lt;br /&gt;
* There is no way to find an LSL script&#039;s UUID while it is in your inventory, for similar reasons.&lt;br /&gt;
* You must have &#039;&#039;full permissions&#039;&#039; on any inventory item to copy its UUID; this also applies to calling cards, which are by nature &amp;quot;no-transfer&amp;quot; items.&lt;br /&gt;
&lt;br /&gt;
==Other resources==&lt;br /&gt;
&lt;br /&gt;
LSL has several [[Category:LSL Detected|detection functions]] that can help determine an object or avatar&#039;s UUID. If you are interested in learning to use LSL for this purpose, see the [[LSL Portal]].&lt;br /&gt;
&lt;br /&gt;
blah blah.&lt;br /&gt;
&lt;br /&gt;
[[Category:Avatar]]&lt;br /&gt;
[[Category:Building Objects]]&lt;br /&gt;
[[Category:Creators]]&lt;br /&gt;
[[Category:Coding Scripts]]&lt;br /&gt;
[[Category:General Avatar Information]]&lt;br /&gt;
[[Category:Business Owners]]&lt;br /&gt;
[[Category:Working with Textures]]&lt;br /&gt;
[[Category:Knowledge Base]]&lt;/div&gt;</summary>
		<author><name>WikiTest Clarity</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=How_to_find_the_UUID_of_an_inventory_item&amp;diff=583713</id>
		<title>How to find the UUID of an inventory item</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=How_to_find_the_UUID_of_an_inventory_item&amp;diff=583713"/>
		<updated>2009-10-07T23:51:15Z</updated>

		<summary type="html">&lt;p&gt;WikiTest Clarity: test&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KBmaster}}&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/UUID UUID] stands for &#039;&#039;Universally Unique Identifier&#039;&#039;. Every avatar, object, and inventory item in the Second Life&amp;amp;reg; world has a UUID; [https://wiki.secondlife.com/wiki/How_do_I_make_an_object_%27%27do%27%27_something%3F|Scripted objects] often make use of UUIDs to identify avatars and objects, load textures, and play sounds. &lt;br /&gt;
&lt;br /&gt;
{{KBtrivia| In Second Life, the term &#039;&#039;UUID&#039;&#039; is interchangeable with the word &#039;&#039;key&#039;&#039;. If you hear someone talking about an &amp;quot;avatar key&amp;quot;, they are referring to an avatar&#039;s UUID.}}&lt;br /&gt;
&lt;br /&gt;
==How to find an avatar&#039;s UUID==&lt;br /&gt;
&lt;br /&gt;
You may occasionally need to know an avatar&#039;s UUID; some vending machines and other scripted objects require a valid avatar UUID to function properly. Luckily, finding an avatar&#039;s UUID is as easy as performing a simple search:&lt;br /&gt;
&lt;br /&gt;
# Click the &#039;&#039;&#039;Search&#039;&#039;&#039; button at the bottom of your Second Life viewer window.&lt;br /&gt;
# Click the &#039;&#039;&#039;All&#039;&#039;&#039; tab on the Search window.&lt;br /&gt;
# Choose &#039;&#039;&#039;People&#039;&#039;&#039; from the dropdown box to the right of the search field. [Optional]&lt;br /&gt;
# Type the name of the avatar into the search field and press &#039;&#039;&#039;Search&#039;&#039;&#039;.&lt;br /&gt;
# Click the avatar&#039;s name in the search results.&lt;br /&gt;
# At the bottom of the avatar&#039;s profile, find the URL next to &amp;quot;Link to this page.&amp;quot;&lt;br /&gt;
# The long string of letters and numbers after the last &#039;&#039;forward slash&#039;&#039; (&amp;quot;/&amp;quot;) is that avatar&#039;s UUID.&lt;br /&gt;
&lt;br /&gt;
[[Image:kb_search_avatar_UUID.jpg]]&lt;br /&gt;
&lt;br /&gt;
==How to find the UUID of an inventory item==&lt;br /&gt;
&lt;br /&gt;
asdfads&lt;br /&gt;
&lt;br /&gt;
[[Image:kb_copy_asset_UUID.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
If you make extensive use of LSL scripts, you may want to know the UUID of a texture or sound in your avatar&#039;s inventory. You can easily copy any inventory item&#039;s UUID to your computer&#039;s clipboard by right-clicking it and selecting &#039;&#039;&#039;Copy Asset UUID&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
===Caveats===&lt;br /&gt;
&lt;br /&gt;
This method is great for finding sound and texture UUIDs, but is not always effective for other inventory types. Here is a short list of exceptions:&lt;br /&gt;
&lt;br /&gt;
* A notecard&#039;s UUID changes every time it is edited and saved.&lt;br /&gt;
* There is no way to find an object&#039;s UUID until it is rezzed inworld; this is because each rezzed copy of the object must have a unique UUID. Similarly, if you take an object into your inventory, it is assigned a new UUID the next time you rez it.&lt;br /&gt;
* There is no way to find an LSL script&#039;s UUID while it is in your inventory, for similar reasons.&lt;br /&gt;
* You must have &#039;&#039;full permissions&#039;&#039; on any inventory item to copy its UUID; this also applies to calling cards, which are by nature &amp;quot;no-transfer&amp;quot; items.&lt;br /&gt;
&lt;br /&gt;
==Other resources==&lt;br /&gt;
&lt;br /&gt;
LSL has several [[Category:LSL Detected|detection functions]] that can help determine an object or avatar&#039;s UUID. If you are interested in learning to use LSL for this purpose, see the [[LSL Portal]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Avatar]]&lt;br /&gt;
[[Category:Building Objects]]&lt;br /&gt;
[[Category:Creators]]&lt;br /&gt;
[[Category:Coding Scripts]]&lt;br /&gt;
[[Category:General Avatar Information]]&lt;br /&gt;
[[Category:Business Owners]]&lt;br /&gt;
[[Category:Working with Textures]]&lt;br /&gt;
[[Category:Knowledge Base]]&lt;/div&gt;</summary>
		<author><name>WikiTest Clarity</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=How_to_find_the_UUID_of_an_inventory_item&amp;diff=583683</id>
		<title>How to find the UUID of an inventory item</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=How_to_find_the_UUID_of_an_inventory_item&amp;diff=583683"/>
		<updated>2009-10-07T23:42:07Z</updated>

		<summary type="html">&lt;p&gt;WikiTest Clarity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KBmaster}}&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/UUID UUID] stands for &#039;&#039;Universally Unique Identifier&#039;&#039;. Every avatar, object, and inventory item in the Second Life&amp;amp;reg; world has a UUID; [https://wiki.secondlife.com/wiki/How_do_I_make_an_object_%27%27do%27%27_something%3F|Scripted objects] often make use of UUIDs to identify avatars and objects, load textures, and play sounds. &lt;br /&gt;
&lt;br /&gt;
{{KBtrivia| In Second Life, the term &#039;&#039;UUID&#039;&#039; is interchangeable with the word &#039;&#039;key&#039;&#039;. If you hear someone talking about an &amp;quot;avatar key&amp;quot;, they are referring to an avatar&#039;s UUID.}}&lt;br /&gt;
&lt;br /&gt;
xxxxx&lt;br /&gt;
&lt;br /&gt;
==How to find an avatar&#039;s UUID==&lt;br /&gt;
&lt;br /&gt;
You may occasionally need to know an avatar&#039;s UUID; some vending machines and other scripted objects require a valid avatar UUID to function properly. Luckily, finding an avatar&#039;s UUID is as easy as performing a simple search:&lt;br /&gt;
&lt;br /&gt;
# Click the &#039;&#039;&#039;Search&#039;&#039;&#039; button at the bottom of your Second Life viewer window.&lt;br /&gt;
# Click the &#039;&#039;&#039;All&#039;&#039;&#039; tab on the Search window.&lt;br /&gt;
# Choose &#039;&#039;&#039;People&#039;&#039;&#039; from the dropdown box to the right of the search field. [Optional]&lt;br /&gt;
# Type the name of the avatar into the search field and press &#039;&#039;&#039;Search&#039;&#039;&#039;.&lt;br /&gt;
# Click the avatar&#039;s name in the search results.&lt;br /&gt;
# At the bottom of the avatar&#039;s profile, find the URL next to &amp;quot;Link to this page.&amp;quot;&lt;br /&gt;
# The long string of letters and numbers after the last &#039;&#039;forward slash&#039;&#039; (&amp;quot;/&amp;quot;) is that avatar&#039;s UUID.&lt;br /&gt;
&lt;br /&gt;
[[Image:kb_search_avatar_UUID.jpg]]&lt;br /&gt;
&lt;br /&gt;
==How to find the UUID of an inventory item==&lt;br /&gt;
&lt;br /&gt;
[[Image:kb_copy_asset_UUID.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
If you make extensive use of LSL scripts, you may want to know the UUID of a texture or sound in your avatar&#039;s inventory. You can easily copy any inventory item&#039;s UUID to your computer&#039;s clipboard by right-clicking it and selecting &#039;&#039;&#039;Copy Asset UUID&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
===Caveats===&lt;br /&gt;
&lt;br /&gt;
This method is great for finding sound and texture UUIDs, but is not always effective for other inventory types. Here is a short list of exceptions:&lt;br /&gt;
&lt;br /&gt;
* A notecard&#039;s UUID changes every time it is edited and saved.&lt;br /&gt;
* There is no way to find an object&#039;s UUID until it is rezzed inworld; this is because each rezzed copy of the object must have a unique UUID. Similarly, if you take an object into your inventory, it is assigned a new UUID the next time you rez it.&lt;br /&gt;
* There is no way to find an LSL script&#039;s UUID while it is in your inventory, for similar reasons.&lt;br /&gt;
* You must have &#039;&#039;full permissions&#039;&#039; on any inventory item to copy its UUID; this also applies to calling cards, which are by nature &amp;quot;no-transfer&amp;quot; items.&lt;br /&gt;
&lt;br /&gt;
==Other resources==&lt;br /&gt;
&lt;br /&gt;
LSL has several [[Category:LSL Detected|detection functions]] that can help determine an object or avatar&#039;s UUID. If you are interested in learning to use LSL for this purpose, see the [[LSL Portal]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Avatar]]&lt;br /&gt;
[[Category:Building Objects]]&lt;br /&gt;
[[Category:Creators]]&lt;br /&gt;
[[Category:Coding Scripts]]&lt;br /&gt;
[[Category:General Avatar Information]]&lt;br /&gt;
[[Category:Business Owners]]&lt;br /&gt;
[[Category:Working with Textures]]&lt;br /&gt;
[[Category:Knowledge Base]]&lt;/div&gt;</summary>
		<author><name>WikiTest Clarity</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=How_to_find_the_UUID_of_an_inventory_item&amp;diff=583663</id>
		<title>How to find the UUID of an inventory item</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=How_to_find_the_UUID_of_an_inventory_item&amp;diff=583663"/>
		<updated>2009-10-07T23:39:54Z</updated>

		<summary type="html">&lt;p&gt;WikiTest Clarity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KBmaster}}&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/UUID UUID] stands for &#039;&#039;Universally Unique Identifier&#039;&#039;. Every avatar, object, and inventory item in the Second Life&amp;amp;reg; world has a UUID; [https://wiki.secondlife.com/wiki/How_do_I_make_an_object_%27%27do%27%27_something%3F|Scripted objects] often make use of UUIDs to identify avatars and objects, load textures, and play sounds. &lt;br /&gt;
&lt;br /&gt;
{{KBtrivia| In Second Life, the term &#039;&#039;UUID&#039;&#039; is interchangeable with the word &#039;&#039;key&#039;&#039;. If you hear someone talking about an &amp;quot;avatar key&amp;quot;, they are referring to an avatar&#039;s UUID.}}&lt;br /&gt;
&lt;br /&gt;
==How to find an avatar&#039;s UUID==&lt;br /&gt;
&lt;br /&gt;
You may occasionally need to know an avatar&#039;s UUID; some vending machines and other scripted objects require a valid avatar UUID to function properly. Luckily, finding an avatar&#039;s UUID is as easy as performing a simple search:&lt;br /&gt;
&lt;br /&gt;
# Click the &#039;&#039;&#039;Search&#039;&#039;&#039; button at the bottom of your Second Life viewer window.&lt;br /&gt;
# Click the &#039;&#039;&#039;All&#039;&#039;&#039; tab on the Search window.&lt;br /&gt;
# Choose &#039;&#039;&#039;People&#039;&#039;&#039; from the dropdown box to the right of the search field. [Optional]&lt;br /&gt;
# Type the name of the avatar into the search field and press &#039;&#039;&#039;Search&#039;&#039;&#039;.&lt;br /&gt;
# Click the avatar&#039;s name in the search results.&lt;br /&gt;
# At the bottom of the avatar&#039;s profile, find the URL next to &amp;quot;Link to this page.&amp;quot;&lt;br /&gt;
# The long string of letters and numbers after the last &#039;&#039;forward slash&#039;&#039; (&amp;quot;/&amp;quot;) is that avatar&#039;s UUID.&lt;br /&gt;
&lt;br /&gt;
[[Image:kb_search_avatar_UUID.jpg]]&lt;br /&gt;
&lt;br /&gt;
==How to find the UUID of an inventory item==&lt;br /&gt;
&lt;br /&gt;
[[Image:kb_copy_asset_UUID.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
If you make extensive use of LSL scripts, you may want to know the UUID of a texture or sound in your avatar&#039;s inventory. You can easily copy any inventory item&#039;s UUID to your computer&#039;s clipboard by right-clicking it and selecting &#039;&#039;&#039;Copy Asset UUID&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
===Caveats===&lt;br /&gt;
&lt;br /&gt;
This method is great for finding sound and texture UUIDs, but is not always effective for other inventory types. Here is a short list of exceptions:&lt;br /&gt;
&lt;br /&gt;
* A notecard&#039;s UUID changes every time it is edited and saved.&lt;br /&gt;
* There is no way to find an object&#039;s UUID until it is rezzed inworld; this is because each rezzed copy of the object must have a unique UUID. Similarly, if you take an object into your inventory, it is assigned a new UUID the next time you rez it.&lt;br /&gt;
* There is no way to find an LSL script&#039;s UUID while it is in your inventory, for similar reasons.&lt;br /&gt;
* You must have &#039;&#039;full permissions&#039;&#039; on any inventory item to copy its UUID; this also applies to calling cards, which are by nature &amp;quot;no-transfer&amp;quot; items.&lt;br /&gt;
&lt;br /&gt;
==Other resources==&lt;br /&gt;
&lt;br /&gt;
LSL has several [[Category:LSL Detected|detection functions]] that can help determine an object or avatar&#039;s UUID. If you are interested in learning to use LSL for this purpose, see the [[LSL Portal]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Avatar]]&lt;br /&gt;
[[Category:Building Objects]]&lt;br /&gt;
[[Category:Creators]]&lt;br /&gt;
[[Category:Coding Scripts]]&lt;br /&gt;
[[Category:General Avatar Information]]&lt;br /&gt;
[[Category:Business Owners]]&lt;br /&gt;
[[Category:Working with Textures]]&lt;br /&gt;
[[Category:Knowledge Base]]&lt;/div&gt;</summary>
		<author><name>WikiTest Clarity</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Avatar_Impostors&amp;diff=583643</id>
		<title>Avatar Impostors</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Avatar_Impostors&amp;diff=583643"/>
		<updated>2009-10-07T23:33:28Z</updated>

		<summary type="html">&lt;p&gt;WikiTest Clarity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KBmaster}}&lt;br /&gt;
{{KB Avatar}}You may notice that some far-away [[avatar]]s now seem to animate a little more jerkily than close ones; that&#039;s because they have been replaced by Avatar Impostors! Avatar Impostors are two-dimensional renderings of avatars, designed to improve the performance of your Second Life® client when there are many avatars on your screen at the same time. Even though the Impostors are two-dimensional animated textures, they do not look any different than the 3D avatars they represent- with the exception of your improved framerate, you may not even notice their presence!&lt;br /&gt;
&lt;br /&gt;
[[File:AvatarImpostor_example.jpg|600px|center]]&lt;br /&gt;
&lt;br /&gt;
You can control how aggressively Second Life uses Impostors by adjusting the &#039;&#039;Avatar Mesh Detail&#039;&#039; slider in the Graphics [[Preferences Window Guide|Preferences]] tab.  If you move the slider to the left, avatars become Impostors at closer distances; if you move the slider to the right, avatars remain fully 3D at greater distances.  You can access the Graphics Preferences tab by selecting &#039;&#039;&#039;Edit &amp;gt; Preferences&#039;&#039;&#039; and clicking the &#039;&#039;&#039;Graphics&#039;&#039;&#039; tab.&lt;br /&gt;
&lt;br /&gt;
[[Category:Improving Performance]]&lt;br /&gt;
[[Category:FAQs]]&lt;br /&gt;
[[Category:Second Life for Beginners]]&lt;br /&gt;
[[Category:General Avatar Information]]&lt;br /&gt;
[[Category:Knowledge Base]]&lt;/div&gt;</summary>
		<author><name>WikiTest Clarity</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Project:Flagged_Revs_Backup/How_do_I_find_out_everything_I%27m_wearing%3F&amp;diff=583623</id>
		<title>Project:Flagged Revs Backup/How do I find out everything I&#039;m wearing?</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Project:Flagged_Revs_Backup/How_do_I_find_out_everything_I%27m_wearing%3F&amp;diff=583623"/>
		<updated>2009-10-07T23:29:39Z</updated>

		<summary type="html">&lt;p&gt;WikiTest Clarity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KBmaster}}&lt;br /&gt;
&lt;br /&gt;
{{KB Avatar}}&lt;br /&gt;
&lt;br /&gt;
Very easy!  You can figure out what you&#039;re wearing in one of two ways:&lt;br /&gt;
&lt;br /&gt;
* Click the &#039;&#039;&#039;Inventory&#039;&#039;&#039; button at the bottom of your screen if your [[inventory]] isn&#039;t already open. Click in the search bar near the top of the Inventory window and type in &amp;quot;(worn)&amp;quot;. Everything you are wearing (body parts, clothing, and attachments) will show up in bold with &amp;quot;(worn)&amp;quot; next to its name.&lt;br /&gt;
* Select &#039;&#039;&#039;Edit &amp;gt; Detach object&#039;&#039;&#039; and look at the list.  This will show all the attachment points on your [[avatar]] that have an object attached to them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Avatar]]&lt;br /&gt;
[[Category:I&#039;m having avatar problems]]&lt;br /&gt;
[[Category:Making Clothing]]&lt;br /&gt;
[[Category:Avatar and Appearance]]&lt;br /&gt;
[[Category:Making Your Avatar Fancy]]&lt;br /&gt;
[[Category:Second Life for Beginners]]&lt;br /&gt;
[[Category:Inworld]]&lt;br /&gt;
[[Category:Knowledge Base]]&lt;/div&gt;</summary>
		<author><name>WikiTest Clarity</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=How_to_find_the_UUID_of_an_inventory_item&amp;diff=583613</id>
		<title>How to find the UUID of an inventory item</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=How_to_find_the_UUID_of_an_inventory_item&amp;diff=583613"/>
		<updated>2009-10-07T23:25:04Z</updated>

		<summary type="html">&lt;p&gt;WikiTest Clarity: /* How to find the UUID of an inventory item */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KBmaster}}&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/UUID UUID] stands for &#039;&#039;Universally Unique Identifier&#039;&#039;. Every avatar, object, and inventory item in the Second Life&amp;amp;reg; world has a UUID; [https://wiki.secondlife.com/wiki/How_do_I_make_an_object_%27%27do%27%27_something%3F|Scripted objects] often make use of UUIDs to identify avatars and objects, load textures, and play sounds. &lt;br /&gt;
&lt;br /&gt;
{{KBtrivia| In Second Life, the term &#039;&#039;UUID&#039;&#039; is interchangeable with the word &#039;&#039;key&#039;&#039;. If you hear someone talking about an &amp;quot;avatar key&amp;quot;, they are referring to an avatar&#039;s UUID.}}&lt;br /&gt;
&lt;br /&gt;
==How to find an avatar&#039;s UUID==&lt;br /&gt;
&lt;br /&gt;
You may occasionally need to know an avatar&#039;s UUID; some vending machines and other scripted objects require a valid avatar UUID to function properly. Luckily, finding an avatar&#039;s UUID is as easy as performing a simple search:&lt;br /&gt;
&lt;br /&gt;
# Click the &#039;&#039;&#039;Search&#039;&#039;&#039; button at the bottom of your Second Life viewer window.&lt;br /&gt;
# Click the &#039;&#039;&#039;All&#039;&#039;&#039; tab on the Search window.&lt;br /&gt;
# Choose &#039;&#039;&#039;People&#039;&#039;&#039; from the dropdown box to the right of the search field. [Optional]&lt;br /&gt;
# Type the name of the avatar into the search field and press &#039;&#039;&#039;Search&#039;&#039;&#039;.&lt;br /&gt;
# Click the avatar&#039;s name in the search results.&lt;br /&gt;
# At the bottom of the avatar&#039;s profile, find the URL next to &amp;quot;Link to this page.&amp;quot;&lt;br /&gt;
# The long string of letters and numbers after the last &#039;&#039;forward slash&#039;&#039; (&amp;quot;/&amp;quot;) is that avatar&#039;s UUID.&lt;br /&gt;
&lt;br /&gt;
[[Image:kb_search_avatar_UUID.jpg]]&lt;br /&gt;
&lt;br /&gt;
==How to find the UUID of an inventory item==&lt;br /&gt;
&lt;br /&gt;
[[Image:kb_copy_asset_UUID.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
If you make extensive use of LSL scripts, you may want to know the UUID of a texture or sound in your avatar&#039;s inventory. You can easily copy any inventory item&#039;s UUID to your computer&#039;s clipboard by right-clicking it and selecting &#039;&#039;&#039;Copy Asset UUID&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
===Caveats===&lt;br /&gt;
&lt;br /&gt;
This method is great for finding sound and texture UUIDs, but is not always effective for other inventory types. Here is a short list of exceptions:&lt;br /&gt;
&lt;br /&gt;
* A notecard&#039;s UUID changes every time it is edited and saved.&lt;br /&gt;
* There is no way to find an object&#039;s UUID until it is rezzed inworld; this is because each rezzed copy of the object must have a unique UUID. Similarly, if you take an object into your inventory, it is assigned a new UUID the next time you rez it.&lt;br /&gt;
* There is no way to find an LSL script&#039;s UUID while it is in your inventory, for similar reasons.&lt;br /&gt;
* You must have &#039;&#039;full permissions&#039;&#039; on any inventory item to copy its UUID; this also applies to calling cards, which are by nature &amp;quot;no-transfer&amp;quot; items.&lt;br /&gt;
&lt;br /&gt;
==Other resources==&lt;br /&gt;
&lt;br /&gt;
LSL has several [[Category:LSL Detected|detection functions]] that can help determine an object or avatar&#039;s UUID. If you are interested in learning to use LSL for this purpose, you should visit the [[LSL Portal]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Avatar]]&lt;br /&gt;
[[Category:Building Objects]]&lt;br /&gt;
[[Category:Creators]]&lt;br /&gt;
[[Category:Coding Scripts]]&lt;br /&gt;
[[Category:General Avatar Information]]&lt;br /&gt;
[[Category:Business Owners]]&lt;br /&gt;
[[Category:Working with Textures]]&lt;br /&gt;
[[Category:Knowledge Base]]&lt;/div&gt;</summary>
		<author><name>WikiTest Clarity</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=How_to_find_the_UUID_of_an_inventory_item&amp;diff=583563</id>
		<title>How to find the UUID of an inventory item</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=How_to_find_the_UUID_of_an_inventory_item&amp;diff=583563"/>
		<updated>2009-10-07T23:14:32Z</updated>

		<summary type="html">&lt;p&gt;WikiTest Clarity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KBmaster}}&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/UUID UUID] stands for &#039;&#039;Universally Unique Identifier&#039;&#039;. Every avatar, object, and inventory item in the Second Life&amp;amp;reg; world has a UUID; [https://wiki.secondlife.com/wiki/How_do_I_make_an_object_%27%27do%27%27_something%3F|Scripted objects] often make use of UUIDs to identify avatars and objects, load textures, and play sounds. &lt;br /&gt;
&lt;br /&gt;
{{KBtrivia| In Second Life, the term &#039;&#039;UUID&#039;&#039; is interchangeable with the word &#039;&#039;key&#039;&#039;. If you hear someone talking about an &amp;quot;avatar key&amp;quot;, they are referring to an avatar&#039;s UUID.}}&lt;br /&gt;
&lt;br /&gt;
==How to find an avatar&#039;s UUID==&lt;br /&gt;
&lt;br /&gt;
You may occasionally need to know an avatar&#039;s UUID; some vending machines and other scripted objects require a valid avatar UUID to function properly. Luckily, finding an avatar&#039;s UUID is as easy as performing a simple search:&lt;br /&gt;
&lt;br /&gt;
# Click the &#039;&#039;&#039;Search&#039;&#039;&#039; button at the bottom of your Second Life viewer window.&lt;br /&gt;
# Click the &#039;&#039;&#039;All&#039;&#039;&#039; tab on the Search window.&lt;br /&gt;
# Choose &#039;&#039;&#039;People&#039;&#039;&#039; from the dropdown box to the right of the search field. [Optional]&lt;br /&gt;
# Type the name of the avatar into the search field and press &#039;&#039;&#039;Search&#039;&#039;&#039;.&lt;br /&gt;
# Click the avatar&#039;s name in the search results.&lt;br /&gt;
# At the bottom of the avatar&#039;s profile, find the URL next to &amp;quot;Link to this page.&amp;quot;&lt;br /&gt;
# The long string of letters and numbers after the last &#039;&#039;forward slash&#039;&#039; (&amp;quot;/&amp;quot;) is that avatar&#039;s UUID.&lt;br /&gt;
&lt;br /&gt;
[[Image:kb_search_avatar_UUID.jpg]]&lt;br /&gt;
&lt;br /&gt;
==How to find the UUID of an inventory item==&lt;br /&gt;
&lt;br /&gt;
If you make extensive use of LSL scripts, you may want to know the UUID of a texture or sound in your avatar&#039;s inventory. You can easily copy any inventory item&#039;s UUID to your computer&#039;s clipboard by right-clicking it and selecting &#039;&#039;&#039;Copy Asset UUID&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
[[Image:kb_copy_asset_UUID.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Caveats===&lt;br /&gt;
&lt;br /&gt;
This method is great for finding sound and texture UUIDs, but is not always effective for other inventory types. Here is a short list of exceptions:&lt;br /&gt;
&lt;br /&gt;
* A notecard&#039;s UUID changes every time it is edited and saved.&lt;br /&gt;
* There is no way to find an object&#039;s UUID until it is rezzed inworld; this is because each rezzed copy of the object must have a unique UUID. Similarly, if you take an object into your inventory, it is assigned a new UUID the next time you rez it.&lt;br /&gt;
* There is no way to find an LSL script&#039;s UUID while it is in your inventory, for similar reasons.&lt;br /&gt;
* You must have &#039;&#039;full permissions&#039;&#039; on any inventory item to copy its UUID; this also applies to calling cards, which are by nature &amp;quot;no-transfer&amp;quot; items.&lt;br /&gt;
==Other resources==&lt;br /&gt;
&lt;br /&gt;
LSL has several [[Category:LSL Detected|detection functions]] that can help determine an object or avatar&#039;s UUID. If you are interested in learning to use LSL for this purpose, you should visit the [[LSL Portal]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Avatar]]&lt;br /&gt;
[[Category:Building Objects]]&lt;br /&gt;
[[Category:Creators]]&lt;br /&gt;
[[Category:Coding Scripts]]&lt;br /&gt;
[[Category:General Avatar Information]]&lt;br /&gt;
[[Category:Business Owners]]&lt;br /&gt;
[[Category:Working with Textures]]&lt;br /&gt;
[[Category:Knowledge Base]]&lt;/div&gt;</summary>
		<author><name>WikiTest Clarity</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=How_to_find_the_UUID_of_an_inventory_item&amp;diff=583553</id>
		<title>How to find the UUID of an inventory item</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=How_to_find_the_UUID_of_an_inventory_item&amp;diff=583553"/>
		<updated>2009-10-07T23:08:51Z</updated>

		<summary type="html">&lt;p&gt;WikiTest Clarity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KBmaster}}&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/UUID UUID] stands for &#039;&#039;Universally Unique Identifier&#039;&#039;. Every avatar, object, and inventory item in the Second Life&amp;amp;reg; world has a UUID; [[Scripted objects|How do I make an object &#039;&#039;do&#039;&#039; something]] often make use of UUIDs to identify avatars and objects, load textures, and play sounds.&lt;br /&gt;
&lt;br /&gt;
{{KBtrivia| In Second Life, the term &#039;&#039;UUID&#039;&#039; is interchangeable with the word &#039;&#039;key&#039;&#039;. If you hear someone talking about an &amp;quot;avatar key&amp;quot;, they are referring to an avatar&#039;s UUID.}}&lt;br /&gt;
&lt;br /&gt;
==How to find an avatar&#039;s UUID==&lt;br /&gt;
&lt;br /&gt;
You may occasionally need to know an avatar&#039;s UUID; some vending machines and other scripted objects require a valid avatar UUID to function properly. Luckily, finding an avatar&#039;s UUID is as easy as performing a simple search:&lt;br /&gt;
&lt;br /&gt;
# Click the &#039;&#039;&#039;Search&#039;&#039;&#039; button at the bottom of your Second Life viewer window.&lt;br /&gt;
# Click the &#039;&#039;&#039;All&#039;&#039;&#039; tab on the Search window.&lt;br /&gt;
# Choose &#039;&#039;&#039;People&#039;&#039;&#039; from the dropdown box to the right of the search field. [Optional]&lt;br /&gt;
# Type the name of the avatar into the search field and press &#039;&#039;&#039;Search&#039;&#039;&#039;.&lt;br /&gt;
# Click the avatar&#039;s name in the search results.&lt;br /&gt;
# At the bottom of the avatar&#039;s profile, find the URL next to &amp;quot;Link to this page.&amp;quot;&lt;br /&gt;
# The long string of letters and numbers after the last &#039;&#039;forward slash&#039;&#039; (&amp;quot;/&amp;quot;) is that avatar&#039;s UUID.&lt;br /&gt;
&lt;br /&gt;
[[Image:kb_search_avatar_UUID.jpg]]&lt;br /&gt;
&lt;br /&gt;
==How to find the UUID of an inventory item==&lt;br /&gt;
&lt;br /&gt;
If you make extensive use of LSL scripts, you may want to know the UUID of a texture or sound in your avatar&#039;s inventory. You can easily copy any inventory item&#039;s UUID to your computer&#039;s clipboard by right-clicking it and selecting &#039;&#039;&#039;Copy Asset UUID&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
[[Image:kb_copy_asset_UUID.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Caveats===&lt;br /&gt;
&lt;br /&gt;
This method is great for finding sound and texture UUIDs, but is not always effective for other inventory types. Here is a short list of exceptions:&lt;br /&gt;
&lt;br /&gt;
* A notecard&#039;s UUID changes every time it is edited and saved.&lt;br /&gt;
* There is no way to find an object&#039;s UUID until it is rezzed inworld; this is because each rezzed copy of the object must have a unique UUID. Similarly, if you take an object into your inventory, it is assigned a new UUID the next time you rez it.&lt;br /&gt;
* There is no way to find an LSL script&#039;s UUID while it is in your inventory, for similar reasons.&lt;br /&gt;
* You must have &#039;&#039;full permissions&#039;&#039; on any inventory item to copy its UUID; this also applies to calling cards, which are by nature &amp;quot;no-transfer&amp;quot; items.&lt;br /&gt;
==Other resources==&lt;br /&gt;
&lt;br /&gt;
LSL has several [[Category:LSL Detected|detection functions]] that can help determine an object or avatar&#039;s UUID. If you are interested in learning to use LSL for this purpose, you should visit the [[LSL Portal|LSL Portal on the Second Life Wiki]].&lt;br /&gt;
[[Category:Avatar]]&lt;br /&gt;
[[Category:Building Objects]]&lt;br /&gt;
[[Category:Creators]]&lt;br /&gt;
[[Category:Coding Scripts]]&lt;br /&gt;
[[Category:General Avatar Information]]&lt;br /&gt;
[[Category:Business Owners]]&lt;br /&gt;
[[Category:Working with Textures]]&lt;br /&gt;
[[Category:Knowledge Base]]&lt;/div&gt;</summary>
		<author><name>WikiTest Clarity</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=How_can_I_get_more_prims_on_my_land%3F&amp;diff=583243</id>
		<title>How can I get more prims on my land?</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=How_can_I_get_more_prims_on_my_land%3F&amp;diff=583243"/>
		<updated>2009-10-07T21:36:51Z</updated>

		<summary type="html">&lt;p&gt;WikiTest Clarity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KBmaster}}&lt;br /&gt;
Every parcel of land in Second Life can support a limited number of primitive objects, or &amp;quot;prims&amp;quot;. The number of prims a parcel supports is directly related to its size; larger parcels are capable of supporting more prims. Under certain conditions, it is possible to increase the number of supported objects on a parcel.&lt;br /&gt;
&lt;br /&gt;
==Simulator primitive usage==&lt;br /&gt;
&lt;br /&gt;
If you own more than one parcel in a Region, the prim allowance of those parcels becomes a unified pool. For instance: If you own one parcel that supports 117 prims, and another parcel &#039;&#039;in the same Region&#039;&#039; that supports 33 prims, you have a total allowance of 150 prims on your land in that Region. If you wanted to, you could place all 150 prims on the parcel that initially only supported 33!&lt;br /&gt;
&lt;br /&gt;
[[Image:kbsd_KB_Object_Usage.jpg]] &lt;br /&gt;
&lt;br /&gt;
{{KBhint| If you &#039;&#039;did&#039;&#039; put all 150 prims on the smaller parcel, you would not be allowed to place &#039;&#039;any&#039;&#039; on the larger parcel (including trees and plants!) It is wise to distribute your total allowance carefully.}}&lt;br /&gt;
&lt;br /&gt;
{{KBnote| This technique only works within a single Region; if you own parcels in more than one Region, you will not be able to share prim resources between them.}}&lt;br /&gt;
&lt;br /&gt;
==Object bonus (private Regions only)==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:kbsd_KB_Object_Bonus.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
If you are the owner or estate manager of a private region, you can set a global object bonus for all parcels in the Region. You may want to do this if you plan on building heavily in small parcels while leaving large areas of your Region empty. To change your Region&#039;s Object Bonus:&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;&#039;World &amp;amp;gt; Region/Estate&#039;&#039;&#039; from the top menu bar.&lt;br /&gt;
# Make sure you are on the &#039;&#039;&#039;Region&#039;&#039;&#039; tab of the Region/Estate window.&lt;br /&gt;
# Set an &#039;&#039;&#039;Object Bonus&#039;&#039;&#039; multiplier, and click &#039;&#039;&#039;Apply&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; One regular region holds 15,000 prims. If you divide it into two equal parcels, each parcel will show it can hold 7,500. If you set the object bonus to 2.0, each parcel will show it can hold 15,000 prims. The region will not be able to hold 30,000 prims! In order for one of the parcels to actually hold 15,000, one parcel must be kept empty. The bonus for the other parcel is the prims not being used on the empty parcel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{KBcaution| A Region can only support 15,000 prims and an Open Space can hold 3,750 prims. (an Object Bonus setting of 1.0) The Object Bonus setting does not increase the total number of prims the &#039;&#039;Region&#039;&#039; supports; if the total number of prim in the region exceeds 15,000, no new objects will be allowed to rez, regardless of a local parcel&#039;s limits.}}&lt;br /&gt;
&lt;br /&gt;
===A Bit More About Object Bonus===&lt;br /&gt;
&lt;br /&gt;
Paraphrased from the inworld information button for Object Bonus:&lt;br /&gt;
&lt;br /&gt;
The Object Bonus is a multiplier for primitives allowed on any given parcel, and may have a value between 1.0 and 10.0. Set at 1.0, each 512m2 parcel is allowed 117 objects. Set at 2.0, each 512m2 parcel is allowed 234, or twice as many, and so on. The max number of prim allowed per region remains 15,000 no matter what the Object Bonus is. Once set, be aware that lowering the Object Bonus may cause objects to be returned or deleted. The default setting for Object Bonus is 1.0.&lt;br /&gt;
&lt;br /&gt;
[[Category:Building Objects]]&lt;br /&gt;
[[Category:Creators]]&lt;br /&gt;
[[Category:Information for Landowners]]&lt;br /&gt;
[[Category:Landowners]]&lt;br /&gt;
[[Category:Land and the Linden Dollar (L$) Economy]]&lt;br /&gt;
[[Category:Knowledge Base]]&lt;/div&gt;</summary>
		<author><name>WikiTest Clarity</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Statistics_Bar_Guide&amp;diff=581323</id>
		<title>Statistics Bar Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Statistics_Bar_Guide&amp;diff=581323"/>
		<updated>2009-10-07T18:39:13Z</updated>

		<summary type="html">&lt;p&gt;WikiTest Clarity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KBmaster}}&lt;br /&gt;
&lt;br /&gt;
==What is the Statistics Bar?==&lt;br /&gt;
&lt;br /&gt;
The Statistics bar presents a detailed list of information about the performance of your computer and the Second Life world. While the sheer amount of information can be confusing, knowing what to look for can tell you a lot about what&#039;s going on in Second Life.&lt;br /&gt;
&lt;br /&gt;
To view the Statistics Bar, choose &#039;&#039;&#039;View &amp;amp;gt; Statistics Bar&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Basic==&lt;br /&gt;
&lt;br /&gt;
Displays basic information about your Second Life performance. Click on the word &#039;&#039;&#039;Basic&#039;&#039;&#039; to hide or display this panel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FPS&#039;&#039;&#039;: The number of times per second your computer is redrawing(or refreshing) what&#039;s on the screen. Higher numbers are better. A framerate between 15-30 frames per second (FPS) is about as smooth as broadcast television.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bandwidth&#039;&#039;&#039;: How much data is being transferred between your computer and the Second Life world. This number varies wildly depending on what bandwidth settings you&#039;ve used, where you are inworld, what&#039;s going on, and whether you&#039;re still loading some things (objects/textures/etc) that are in your field of view. If bandwidth is 0kbps, something may be wrong (you may be partially disconnected).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Packet Loss&#039;&#039;&#039;: The amount of data being lost as it travels between your computer and the server. Any nonzero packet loss is bad; packetloss above 10% is very bad. Packet loss might be caused by a dying server (in which case everyone in the region would be experiencing it), a bad connection between you and Second Life (possibly a bad router between your ISP and Second Life, or congestion at your ISP), or problems on your local network (wireless networking, or internet security or firewall software on your computer).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ping Sim&#039;&#039;&#039;: How long it takes data to go from your computer to the region you&#039;re currently in. This is largely dependent on your connection to the Internet. If Ping Sim is high but Ping User is not, the server might be having problems.&lt;br /&gt;
&lt;br /&gt;
==Advanced==&lt;br /&gt;
&lt;br /&gt;
Displays lots of nitty-gritty details about your Second Life performance. Most of these details are less useful than Basic or Simulator. Click on the word &#039;&#039;&#039;Advanced&#039;&#039;&#039; to hide or display this panel.&lt;br /&gt;
&lt;br /&gt;
===Render===&lt;br /&gt;
&lt;br /&gt;
Displays information related to drawing the Second Life world.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;KTris Drawn:&#039;&#039;&#039; (per frame) Computer-generated 3D objects are built out of triangles (the basic geometric shape). This is a count of the number of triangles, or &amp;quot;tris&amp;quot;, in each frame of the current scene.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;KTris Drawn&#039;&#039;&#039;: (per second) This is a count of the number of triangles (&amp;quot;tris&amp;quot;) drawn every second.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Objs&#039;&#039;&#039;: The number of objects currently in view, which includes:&lt;br /&gt;
&lt;br /&gt;
* Prims&lt;br /&gt;
* Avatars&lt;br /&gt;
* Terrain patches&lt;br /&gt;
* Trees&lt;br /&gt;
* Particle groups&lt;br /&gt;
* Water patches&lt;br /&gt;
&#039;&#039;&#039;New Objs:&#039;&#039;&#039; The number of objects being downloaded per second.&lt;br /&gt;
&lt;br /&gt;
===Texture===&lt;br /&gt;
&lt;br /&gt;
Detailed information on the textures currently in use. Click on the word &#039;&#039;&#039;Texture&#039;&#039;&#039; to hide or display this panel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Count&#039;&#039;&#039;: The number of unique textures loaded by the viewer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Raw Count&#039;&#039;&#039;: The number of textures loaded by the viewer that have been paged out (exist in application memory and not driver memory).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GL Mem&#039;&#039;&#039;: The amount of driver memory consumed by textures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formatted Mem&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Raw Mem&#039;&#039;&#039;: The amount of application memory consumed by textures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bound Mem&#039;&#039;&#039;: The memory size of all textures bound for rendering per frame.&lt;br /&gt;
&lt;br /&gt;
===Network===&lt;br /&gt;
&lt;br /&gt;
Information coming soon!&lt;br /&gt;
&lt;br /&gt;
===Simulator===&lt;br /&gt;
&lt;br /&gt;
Displays statistics for the region (simulator) you&#039;re currently in. Click on the word &#039;&#039;&#039;Simulator&#039;&#039;&#039; to hide or display this panel.&lt;br /&gt;
&lt;br /&gt;
NOTE: an &amp;quot;agent&amp;quot; is either a user in a given region (a &amp;quot;main agent&amp;quot;) or a user in a neighboring region (a &amp;quot;child agent&amp;quot;). Any user who can see objects inside a simulator region increases the load on that simulator.  The nominal values below are for simulators running on a single simulator per CPU. On other simulators  (such as water simulators), these number will be different.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Time Dilation&#039;&#039;&#039; - The physics simulation rate relative to realtime. 1.0 means that the simulator is running at full speed; 0.5 means that physics are running at half-speed.&lt;br /&gt;
* &#039;&#039;&#039;Sim FPS&#039;&#039;&#039; - The simulator frame rate. This should now always be the same as the physics frame rate -- 45.0 when things are running well.&lt;br /&gt;
* &#039;&#039;&#039;Physics FPS&#039;&#039;&#039; - The frame rate at which the physics engine is running. This should normally be at or near 45.0.&lt;br /&gt;
* &#039;&#039;&#039;Agent Updates/Sec&#039;&#039;&#039; - The rate at which agents on this simulator are being updated. Normally 20 updates a second, this will decrease if the simulator has a large number of agents on it.&lt;br /&gt;
* &#039;&#039;&#039;Main Agents&#039;&#039;&#039; - The number of agents (users) who are on this simulator.&lt;br /&gt;
* &#039;&#039;&#039;Child Agents&#039;&#039;&#039; - The number of agents who are not on this simulator, but can see it.&lt;br /&gt;
* &#039;&#039;&#039;Objects&#039;&#039;&#039; - The total number of primitives on the simulator. This value does not include primitives being worn as attachments.&lt;br /&gt;
* &#039;&#039;&#039;Active Objects&#039;&#039;&#039; - The number of objects containing active scripts on the simulator. This value does not include scripts inside attachments, unless the attachment wearer is sitting on a scripted object.&lt;br /&gt;
* &#039;&#039;&#039;Active Scripts&#039;&#039;&#039; - The number of running scripts that are currently on the simulator, including scripts attached to agents and objects.&lt;br /&gt;
* &#039;&#039;&#039;Script Perf&#039;&#039;&#039; - Number of LSL opcodes being executed a second by the simulator. Note that this is the number of ACTUAL instructions executed in the last second, not the theoretical maximum opcodes/second. If your simulator is not running very many scripts, this number will be low even if performance is good.&lt;br /&gt;
* &#039;&#039;&#039;Packets In&#039;&#039;&#039; - UDP packets being received by the simulator.&lt;br /&gt;
* &#039;&#039;&#039;Packets Out&#039;&#039;&#039; - UDP packets being sent by the simulator.&lt;br /&gt;
* &#039;&#039;&#039;Pending Downloads&#039;&#039;&#039; - Number of asset downloads to the simulator that are pending. If this is greater than 1, this means that you may see delays in viewing notecards or scripts, and rezzing objects.&lt;br /&gt;
* &#039;&#039;&#039;Pending Uploads&#039;&#039;&#039; - Number of current uploads of asset data pending. If this number is non-zero, this means that there may be performance issues when attempting to teleport.&lt;br /&gt;
* &#039;&#039;&#039;Total Unacked Bytes -&#039;&#039;&#039; The size of the reliable packet data sitting on the server waiting to be acknowledged. A large number may indicate a thin pipe or other possible problems between the viewer and the sim.&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
&lt;br /&gt;
The following are the different times listed in the Time section of the Statistics bar. Click &#039;&#039;&#039;Time&#039;&#039;&#039; to hide or display this panel.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Total Frame Time&#039;&#039;&#039; - The sum of all time values listed below it, this measures how much time it takes the simulator to run everything that the simulator is trying to do each frame.&lt;br /&gt;
** &amp;amp;lt; 22 ms - The simulator is healthy, everything is running as fast as it can, and more scripts can be added without reducing the performance of individual scripts.&lt;br /&gt;
** approx. 22 ms - The simulator is healthy, but there are probably a lot of scripts and agents on the simulator, meaning that script execution is being slowed down in order to maintain the simulator frame rate.&lt;br /&gt;
** &amp;amp;gt; 22 ms - The simulator is experiencing severe load, either due to physics or a large number of agents, such that even by slowing down script execution it is impossible to compensate. The simulator frame rate has been reduced as a result.&lt;br /&gt;
* &#039;&#039;&#039;Net Time&#039;&#039;&#039; - The amount of time spent responding to incoming network data.&lt;br /&gt;
* &#039;&#039;&#039;Sim Time (Physics)&#039;&#039;&#039; - The amount of time that frame spent running physics simulations. In general, this should be less than 5 milliseconds.&lt;br /&gt;
* &#039;&#039;&#039;Sim Time (Other)&#039;&#039;&#039; - The amount of time that frame spent running other simulations (agent movement, weather simulation, etc.)&lt;br /&gt;
* &#039;&#039;&#039;Agent Time&#039;&#039;&#039; - The amount of time spent updating and transmitting object data to the agents.&lt;br /&gt;
* &#039;&#039;&#039;Images Time&#039;&#039;&#039; - The amount of time spent updating and transmitting image data to the agents.&lt;br /&gt;
* &#039;&#039;&#039;Script Time&#039;&#039;&#039; - The amount of time spent running scripts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Miscellaneous]]&lt;br /&gt;
[[Category:Performance and Stability]]&lt;br /&gt;
[[Category:Performance]]&lt;br /&gt;
[[Category:Menus and Controls]]&lt;br /&gt;
[[Category:Technical Issue]]&lt;br /&gt;
[[Category:Inworld Issue]]&lt;br /&gt;
[[Category:Improving Performance]]&lt;br /&gt;
[[Category:Knowledge Base]]&lt;/div&gt;</summary>
		<author><name>WikiTest Clarity</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Statistics_Bar_Guide&amp;diff=581173</id>
		<title>Statistics Bar Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Statistics_Bar_Guide&amp;diff=581173"/>
		<updated>2009-10-07T18:35:26Z</updated>

		<summary type="html">&lt;p&gt;WikiTest Clarity: Removed superfluous section &amp;quot;What does this all mean?&amp;quot; and outdated info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KBmaster}}&lt;br /&gt;
&lt;br /&gt;
==What is the Statistics Bar?==&lt;br /&gt;
&lt;br /&gt;
The Statistics bar presents a detailed list of information about the performance of your computer and the Second Life world. While the sheer amount of information can be confusing, knowing what to look for can tell you a lot about what&#039;s going on in Second Life.&lt;br /&gt;
&lt;br /&gt;
==How do I view the Statistics Bar?==&lt;br /&gt;
&lt;br /&gt;
Select &#039;&#039;&#039;View &amp;amp;gt; Statistics Bar&#039;&#039;&#039; from the top of the Second Life window.&lt;br /&gt;
&lt;br /&gt;
==Basic==&lt;br /&gt;
&lt;br /&gt;
Displays basic information about your Second Life performance. Click on the word &#039;&#039;&#039;Basic&#039;&#039;&#039; to hide or display this panel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FPS&#039;&#039;&#039;: The number of times per second your computer is redrawing(or refreshing) what&#039;s on the screen. Higher numbers are better. A framerate between 15-30 frames per second (FPS) is about as smooth as broadcast television.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bandwidth&#039;&#039;&#039;: How much data is being transferred between your computer and the Second Life world. This number varies wildly depending on what bandwidth settings you&#039;ve used, where you are inworld, what&#039;s going on, and whether you&#039;re still loading some things (objects/textures/etc) that are in your field of view. If bandwidth is 0kbps, something may be wrong (you may be partially disconnected).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Packet Loss&#039;&#039;&#039;: The amount of data being lost as it travels between your computer and the server. Any nonzero packet loss is bad; packetloss above 10% is very bad. Packet loss might be caused by a dying server (in which case everyone in the region would be experiencing it), a bad connection between you and Second Life (possibly a bad router between your ISP and Second Life, or congestion at your ISP), or problems on your local network (wireless networking, or internet security or firewall software on your computer).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ping Sim&#039;&#039;&#039;: How long it takes data to go from your computer to the region you&#039;re currently in. This is largely dependent on your connection to the Internet. If Ping Sim is high but Ping User is not, the server might be having problems.&lt;br /&gt;
&lt;br /&gt;
==Advanced==&lt;br /&gt;
&lt;br /&gt;
Displays lots of nitty-gritty details about your Second Life performance. Most of these details are less useful than Basic or Simulator. Click on the word &#039;&#039;&#039;Advanced&#039;&#039;&#039; to hide or display this panel.&lt;br /&gt;
&lt;br /&gt;
===Render===&lt;br /&gt;
&lt;br /&gt;
Displays information related to drawing the Second Life world.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;KTris Drawn:&#039;&#039;&#039; (per frame) Computer-generated 3D objects are built out of triangles (the basic geometric shape). This is a count of the number of triangles, or &amp;quot;tris&amp;quot;, in each frame of the current scene.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;KTris Drawn&#039;&#039;&#039;: (per second) This is a count of the number of triangles (&amp;quot;tris&amp;quot;) drawn every second.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Objs&#039;&#039;&#039;: The number of objects currently in view, which includes:&lt;br /&gt;
&lt;br /&gt;
* Prims&lt;br /&gt;
* Avatars&lt;br /&gt;
* Terrain patches&lt;br /&gt;
* Trees&lt;br /&gt;
* Particle groups&lt;br /&gt;
* Water patches&lt;br /&gt;
&#039;&#039;&#039;New Objs:&#039;&#039;&#039; The number of objects being downloaded per second.&lt;br /&gt;
&lt;br /&gt;
===Texture===&lt;br /&gt;
&lt;br /&gt;
Detailed information on the textures currently in use. Click on the word &#039;&#039;&#039;Texture&#039;&#039;&#039; to hide or display this panel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Count&#039;&#039;&#039;: The number of unique textures loaded by the viewer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Raw Count&#039;&#039;&#039;: The number of textures loaded by the viewer that have been paged out (exist in application memory and not driver memory).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GL Mem&#039;&#039;&#039;: The amount of driver memory consumed by textures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formatted Mem&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Raw Mem&#039;&#039;&#039;: The amount of application memory consumed by textures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bound Mem&#039;&#039;&#039;: The memory size of all textures bound for rendering per frame.&lt;br /&gt;
&lt;br /&gt;
===Network===&lt;br /&gt;
&lt;br /&gt;
Information coming soon!&lt;br /&gt;
&lt;br /&gt;
===Simulator===&lt;br /&gt;
&lt;br /&gt;
Displays statistics for the region (simulator) you&#039;re currently in. Click on the word &#039;&#039;&#039;Simulator&#039;&#039;&#039; to hide or display this panel.&lt;br /&gt;
&lt;br /&gt;
NOTE: an &amp;quot;agent&amp;quot; is either a user in a given region (a &amp;quot;main agent&amp;quot;) or a user in a neighboring region (a &amp;quot;child agent&amp;quot;). Any user who can see objects inside a simulator region increases the load on that simulator.  The nominal values below are for simulators running on a single simulator per CPU. On other simulators  (such as water simulators), these number will be different.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Time Dilation&#039;&#039;&#039; - The physics simulation rate relative to realtime. 1.0 means that the simulator is running at full speed; 0.5 means that physics are running at half-speed.&lt;br /&gt;
* &#039;&#039;&#039;Sim FPS&#039;&#039;&#039; - The simulator frame rate. This should now always be the same as the physics frame rate -- 45.0 when things are running well.&lt;br /&gt;
* &#039;&#039;&#039;Physics FPS&#039;&#039;&#039; - The frame rate at which the physics engine is running. This should normally be at or near 45.0.&lt;br /&gt;
* &#039;&#039;&#039;Agent Updates/Sec&#039;&#039;&#039; - The rate at which agents on this simulator are being updated. Normally 20 updates a second, this will decrease if the simulator has a large number of agents on it.&lt;br /&gt;
* &#039;&#039;&#039;Main Agents&#039;&#039;&#039; - The number of agents (users) who are on this simulator.&lt;br /&gt;
* &#039;&#039;&#039;Child Agents&#039;&#039;&#039; - The number of agents who are not on this simulator, but can see it.&lt;br /&gt;
* &#039;&#039;&#039;Objects&#039;&#039;&#039; - The total number of primitives on the simulator. This value does not include primitives being worn as attachments.&lt;br /&gt;
* &#039;&#039;&#039;Active Objects&#039;&#039;&#039; - The number of objects containing active scripts on the simulator. This value does not include scripts inside attachments, unless the attachment wearer is sitting on a scripted object.&lt;br /&gt;
* &#039;&#039;&#039;Active Scripts&#039;&#039;&#039; - The number of running scripts that are currently on the simulator, including scripts attached to agents and objects.&lt;br /&gt;
* &#039;&#039;&#039;Script Perf&#039;&#039;&#039; - Number of LSL opcodes being executed a second by the simulator. Note that this is the number of ACTUAL instructions executed in the last second, not the theoretical maximum opcodes/second. If your simulator is not running very many scripts, this number will be low even if performance is good.&lt;br /&gt;
* &#039;&#039;&#039;Packets In&#039;&#039;&#039; - UDP packets being received by the simulator.&lt;br /&gt;
* &#039;&#039;&#039;Packets Out&#039;&#039;&#039; - UDP packets being sent by the simulator.&lt;br /&gt;
* &#039;&#039;&#039;Pending Downloads&#039;&#039;&#039; - Number of asset downloads to the simulator that are pending. If this is greater than 1, this means that you may see delays in viewing notecards or scripts, and rezzing objects.&lt;br /&gt;
* &#039;&#039;&#039;Pending Uploads&#039;&#039;&#039; - Number of current uploads of asset data pending. If this number is non-zero, this means that there may be performance issues when attempting to teleport.&lt;br /&gt;
* &#039;&#039;&#039;Total Unacked Bytes -&#039;&#039;&#039; The size of the reliable packet data sitting on the server waiting to be acknowledged. A large number may indicate a thin pipe or other possible problems between the viewer and the sim.&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
&lt;br /&gt;
The following are the different times listed in the Time section of the Statistics bar. Click &#039;&#039;&#039;Time&#039;&#039;&#039; to hide or display this panel.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Total Frame Time&#039;&#039;&#039; - The sum of all time values listed below it, this measures how much time it takes the simulator to run everything that the simulator is trying to do each frame.&lt;br /&gt;
** &amp;amp;lt; 22 ms - The simulator is healthy, everything is running as fast as it can, and more scripts can be added without reducing the performance of individual scripts.&lt;br /&gt;
** approx. 22 ms - The simulator is healthy, but there are probably a lot of scripts and agents on the simulator, meaning that script execution is being slowed down in order to maintain the simulator frame rate.&lt;br /&gt;
** &amp;amp;gt; 22 ms - The simulator is experiencing severe load, either due to physics or a large number of agents, such that even by slowing down script execution it is impossible to compensate. The simulator frame rate has been reduced as a result.&lt;br /&gt;
* &#039;&#039;&#039;Net Time&#039;&#039;&#039; - The amount of time spent responding to incoming network data.&lt;br /&gt;
* &#039;&#039;&#039;Sim Time (Physics)&#039;&#039;&#039; - The amount of time that frame spent running physics simulations. In general, this should be less than 5 milliseconds.&lt;br /&gt;
* &#039;&#039;&#039;Sim Time (Other)&#039;&#039;&#039; - The amount of time that frame spent running other simulations (agent movement, weather simulation, etc.)&lt;br /&gt;
* &#039;&#039;&#039;Agent Time&#039;&#039;&#039; - The amount of time spent updating and transmitting object data to the agents.&lt;br /&gt;
* &#039;&#039;&#039;Images Time&#039;&#039;&#039; - The amount of time spent updating and transmitting image data to the agents.&lt;br /&gt;
* &#039;&#039;&#039;Script Time&#039;&#039;&#039; - The amount of time spent running scripts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Miscellaneous]]&lt;br /&gt;
[[Category:Performance and Stability]]&lt;br /&gt;
[[Category:Performance]]&lt;br /&gt;
[[Category:Menus and Controls]]&lt;br /&gt;
[[Category:Technical Issue]]&lt;br /&gt;
[[Category:Inworld Issue]]&lt;br /&gt;
[[Category:Improving Performance]]&lt;br /&gt;
[[Category:Knowledge Base]]&lt;/div&gt;</summary>
		<author><name>WikiTest Clarity</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=How_do_I_set_permissions_on_an_object%3F&amp;diff=580903</id>
		<title>How do I set permissions on an object?</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=How_do_I_set_permissions_on_an_object%3F&amp;diff=580903"/>
		<updated>2009-10-07T18:19:00Z</updated>

		<summary type="html">&lt;p&gt;WikiTest Clarity: wording changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KBmaster}}&lt;br /&gt;
Permissions enable you to control what other people can do with the things you create.  Permissions control:&lt;br /&gt;
* Copying: whether someone can make copies of your work.&lt;br /&gt;
* Modifying: whether someone can change your work.&lt;br /&gt;
* Transferring: also known as &amp;quot;Resell/Give Away.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If the the object is inworld (rezzed), right-click it and choose &#039;&#039;&#039;Edit&#039;&#039;&#039;, then navigate to the &#039;&#039;&#039;General&#039;&#039;&#039; tab. If the object is in your inventory, right-click it and choose &#039;&#039;&#039;Properties&#039;&#039;&#039;. The entries you want to change are listed under &#039;&#039;&#039;Next owner can:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modify:&#039;&#039;&#039; Checking this lets the next owner modify your creation. Unchecking it denies any modifications.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Copy:&#039;&#039;&#039; Checking this lets the next owner copy your creation. If they drag the object from inventory to inworld, they will retain a copy in inventory. Unchecking it denies any copies; if they drag the object inworld it will leave their inventory until taken back into inventory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resell/Give Away:&#039;&#039;&#039; Checking this lets the next owner give your creation to someone else. If the object permits copying, they can sell copies. If the object does not permit copying, they can only sell the original. Unchecking this means the next owner cannot give the object to anyone else. If the object permits copying but not transferring, they can make as many copies as they want for their own uses, but can never give a copy away or sell it.&lt;br /&gt;
&lt;br /&gt;
{{KBcaution|1=Permission settings set while object is in your inventory are not cross-checked with contents until rezzed. For example if you place a no-copy item in a copy enabled prim the prim becomes no-copy. If youplace prim in your inventory and change back to copy enabled this state persists even after transferring to another resident because permissions are not cross-checked with contents until the object is rezzed. If you are not careful you can allow receiving resident to copy no-copy items. For details, see the [http://forums.secondlife.com/showthread.php?t=58241 discussion on the Second Life forums].}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Building Objects]]&lt;br /&gt;
[[Category:Making Clothing]]&lt;br /&gt;
[[Category:Disputes Between Residents]]&lt;br /&gt;
[[Category:Creators]]&lt;br /&gt;
[[Category:Coding Scripts]]&lt;br /&gt;
[[Category:L$ Transactions Between Residents]]&lt;br /&gt;
[[Category:Business Owners]]&lt;br /&gt;
[[Category:Permissions]]&lt;br /&gt;
[[Category:Inventory Management]]&lt;br /&gt;
[[Category:Working with Textures]]&lt;br /&gt;
[[Category:Knowledge Base]]&lt;/div&gt;</summary>
		<author><name>WikiTest Clarity</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=How_do_I_read_the_sim_performance_stats%3F&amp;diff=580353</id>
		<title>How do I read the sim performance stats?</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=How_do_I_read_the_sim_performance_stats%3F&amp;diff=580353"/>
		<updated>2009-10-07T16:44:38Z</updated>

		<summary type="html">&lt;p&gt;WikiTest Clarity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KBmaster}}&lt;br /&gt;
&lt;br /&gt;
{{KBnote|The following information was written for Second Life 1.7, a much older version, so much of it is deprecated.}}&lt;br /&gt;
&lt;br /&gt;
Much of this information is covered in the [[Statistics Bar Guide]].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re curious about simulator class and how it relates to performance, see the following blog posts:&lt;br /&gt;
&lt;br /&gt;
* [http://blog.secondlife.com/2006/10/16/looking-forward-to-class-5/ Looking forward to Class 5]&lt;br /&gt;
* [http://blog.secondlife.com/2006/11/03/updated-information-about-private-regions/ Updated information about Private Regions]&lt;br /&gt;
* [http://blog.secondlife.com/2007/02/02/changes-to-the-class-3-upgrade-offer/ Changes to the class 3 upgrade offer]&lt;br /&gt;
&lt;br /&gt;
[[Category:Improving Performance]]&lt;br /&gt;
[[Category:Performance and Stability]]&lt;br /&gt;
[[Category:Performance]]&lt;br /&gt;
[[Category:General Second Life Software Information]]&lt;br /&gt;
[[Category:Knowledge Base]]&lt;/div&gt;</summary>
		<author><name>WikiTest Clarity</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Statistics_Bar_Guide&amp;diff=580333</id>
		<title>Statistics Bar Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Statistics_Bar_Guide&amp;diff=580333"/>
		<updated>2009-10-07T16:25:05Z</updated>

		<summary type="html">&lt;p&gt;WikiTest Clarity: /* What is the Statistics Bar? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KBmaster}}&lt;br /&gt;
&lt;br /&gt;
==What is the Statistics Bar?==&lt;br /&gt;
&lt;br /&gt;
The Statistics bar presents a detailed list of information about the performance of your computer and the Second Life world. While the sheer amount of information can be confusing, knowing what to look for can tell you a lot about what&#039;s going on in Second Life.&lt;br /&gt;
&lt;br /&gt;
==How do I view the Statistics Bar?==&lt;br /&gt;
&lt;br /&gt;
Select &#039;&#039;&#039;View &amp;amp;gt; Statistics Bar&#039;&#039;&#039; from the top of the Second Life window.&lt;br /&gt;
&lt;br /&gt;
==What does all this stuff mean?==&lt;br /&gt;
&lt;br /&gt;
We&#039;ll go through each section in detail.&lt;br /&gt;
&lt;br /&gt;
=Basic=&lt;br /&gt;
&lt;br /&gt;
Displays basic information about your Second Life performance. Click on the word &#039;&#039;&#039;Basic&#039;&#039;&#039; to hide or display this panel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FPS&#039;&#039;&#039;: The number of times per second your computer is redrawing(or refreshing) what&#039;s on the screen. Higher numbers are better. A framerate between 15-30 frames per second (FPS) is about as smooth as broadcast television.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bandwidth&#039;&#039;&#039;: How much data is being transferred between your computer and the Second Life world. This number varies wildly depending on what bandwidth settings you&#039;ve used, where you are inworld, what&#039;s going on, and whether you&#039;re still loading some things (objects/textures/etc) that are in your field of view. If bandwidth is 0kbps, something may be wrong (you may be partially disconnected).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Packet Loss&#039;&#039;&#039;: The amount of data being lost as it travels between your computer and the server. Any nonzero packet loss is bad; packetloss above 10% is very bad. Packet loss might be caused by a dying server (in which case everyone in the region would be experiencing it), a bad connection between you and Second Life (possibly a bad router between your ISP and Second Life, or congestion at your ISP), or problems on your local network (wireless networking, or internet security or firewall software on your computer).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ping Sim&#039;&#039;&#039;: How long it takes data to go from your computer to the region you&#039;re currently in. This is largely dependent on your connection to the Internet. If Ping Sim is high but Ping User is not, the server might be having problems.&lt;br /&gt;
&lt;br /&gt;
=Advanced=&lt;br /&gt;
&lt;br /&gt;
Displays lots of nitty-gritty details about your Second Life performance. Most of these details are less useful than Basic or Simulator. Click on the word &#039;&#039;&#039;Advanced&#039;&#039;&#039; to hide or display this panel.&lt;br /&gt;
&lt;br /&gt;
==Render==&lt;br /&gt;
&lt;br /&gt;
Displays information related to drawing the Second Life world.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;KTris Drawn:&#039;&#039;&#039; (per frame) Computer-generated 3D objects are built out of triangles (the basic geometric shape). This is a count of the number of triangles, or &amp;quot;tris&amp;quot;, in each frame of the current scene.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;KTris Drawn&#039;&#039;&#039;: (per second) This is a count of the number of triangles (&amp;quot;tris&amp;quot;) drawn every second.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Objs&#039;&#039;&#039;: The number of objects currently in view, which includes:&lt;br /&gt;
&lt;br /&gt;
* Prims&lt;br /&gt;
* Avatars&lt;br /&gt;
* Terrain patches&lt;br /&gt;
* Trees&lt;br /&gt;
* Particle groups&lt;br /&gt;
* Water patches&lt;br /&gt;
&#039;&#039;&#039;New Objs:&#039;&#039;&#039; The number of objects being downloaded per second.&lt;br /&gt;
&lt;br /&gt;
===Texture===&lt;br /&gt;
&lt;br /&gt;
Detailed information on the textures currently in use. Click on the word &#039;&#039;&#039;Texture&#039;&#039;&#039; to hide or display this panel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Count&#039;&#039;&#039;: The number of unique textures loaded by the viewer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Raw Count&#039;&#039;&#039;: The number of textures loaded by the viewer that have been paged out (exist in application memory and not driver memory).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GL Mem&#039;&#039;&#039;: The amount of driver memory consumed by textures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formatted Mem&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Raw Mem&#039;&#039;&#039;: The amount of application memory consumed by textures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bound Mem&#039;&#039;&#039;: The memory size of all textures bound for rendering per frame.&lt;br /&gt;
&lt;br /&gt;
==Network==&lt;br /&gt;
&lt;br /&gt;
Information coming soon!&lt;br /&gt;
&lt;br /&gt;
=Simulator=&lt;br /&gt;
&lt;br /&gt;
Displays statistics for the region (simulator) you&#039;re currently in. Click on the word &#039;&#039;&#039;Simulator&#039;&#039;&#039; to hide or display this panel.&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
There was a major redesign in how the simulator operates in the 1.7 release. In previous releases, the simulator would run as quickly as it could, and then only run physics at 45 frames per second. This meant that the simulator would run at very high frame rates (in the thousands) when there was no load, which was not a very efficient mode of operation. In addition, when there were a lot of scripts or many people connected to the simulator, the frame rate would drop and fluctuate as many scripts attempted to run on every frame. In the following discussion an &amp;quot;agent&amp;quot; is either a user inside of a given simulator region (a &amp;quot;main agent&amp;quot;) or a user in a neighboring simulator region (a &amp;quot;child agent&amp;quot;). Any user who can see objects inside a simulator region increases the load on that simulator. The simulator scheduler was redesigned so that it now attempts to run at a fixed frame rate which is the same as the physics frame rate. Instead of the simulator frame rate changing as load changes, the simulator spends more or less time running LSL scripts each frame. This means that if there are a large number of scripts on the simulator, the frame rate will stay the same, but all of the scripts will run less frequently. Only in situations of particularly heavy physics load or large numbers of agents will the simulator framerate drop from 45 frames/second. In addition, there was a major redesign of the logic used to transmit objects from the simulator to the viewers (called the interest list). The resulting improvements reduce the amount of load incurred when there are many agents on the same simulator. The combination of the above two changes should result in significantly decreased &amp;quot;lag&amp;quot;, and improved performance when many agents are on a simulator.&#039;&#039;&#039;Reading the numbers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Because of the changes to the simulator execution model, most of the statistics which were used to evaluate simulator performance have been changed. Below is a detailed summary of what the new simulator performance statistics mean. All of the numbers below are for simulators running on a single simulator per CPU. On simulators which are not running in this fashion (water simulators, etc), these number will be different. The following are the different statistics in the Simulator section of the statistics pane (accessed via Ctrl-shift-1 or the [[How do I open the Advanced menu (Formerly known as the Client menu.)|Advanced menu]]):&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Time Dilation&#039;&#039;&#039; - The physics simulation rate relative to realtime. 1.0 means that the simulator is running at full speed; 0.5 means that physics are running at half-speed.&lt;br /&gt;
* &#039;&#039;&#039;Sim FPS&#039;&#039;&#039; - The simulator frame rate. This should now always be the same as the physics frame rate -- 45.0 when things are running well.&lt;br /&gt;
* &#039;&#039;&#039;Physics FPS&#039;&#039;&#039; - The frame rate at which the physics engine is running. This should normally be at or near 45.0.&lt;br /&gt;
* &#039;&#039;&#039;Agent Updates/Sec&#039;&#039;&#039; - The rate at which agents on this simulator are being updated. Normally 20 updates a second, this will decrease if the simulator has a large number of agents on it.&lt;br /&gt;
* &#039;&#039;&#039;Main Agents&#039;&#039;&#039; - The number of agents (users) who are on this simulator.&lt;br /&gt;
* &#039;&#039;&#039;Child Agents&#039;&#039;&#039; - The number of agents who are not on this simulator, but can see it.&lt;br /&gt;
* &#039;&#039;&#039;Objects&#039;&#039;&#039; - The total number of primitives on the simulator. This value does not include primitives being worn as attachments.&lt;br /&gt;
* &#039;&#039;&#039;Active Objects&#039;&#039;&#039; - The number of objects containing active scripts on the simulator. This value does not include scripts inside attachments, unless the attachment wearer is sitting on a scripted object.&lt;br /&gt;
* &#039;&#039;&#039;Active Scripts&#039;&#039;&#039; - The number of running scripts that are currently on the simulator, including scripts attached to agents and objects.&lt;br /&gt;
* &#039;&#039;&#039;Script Perf&#039;&#039;&#039; - Number of LSL opcodes being executed a second by the simulator. Note that this is the number of ACTUAL instructions executed in the last second, not the theoretical maximum opcodes/second. If your simulator is not running very many scripts, this number will be low even if performance is good.&lt;br /&gt;
* &#039;&#039;&#039;Packets In&#039;&#039;&#039; - UDP packets being received by the simulator.&lt;br /&gt;
* &#039;&#039;&#039;Packets Out&#039;&#039;&#039; - UDP packets being sent by the simulator.&lt;br /&gt;
* &#039;&#039;&#039;Pending Downloads&#039;&#039;&#039; - Number of asset downloads to the simulator that are pending. If this is greater than 1, this means that you may see delays in viewing notecards or scripts, and rezzing objects.&lt;br /&gt;
* &#039;&#039;&#039;Pending Uploads&#039;&#039;&#039; - Number of current uploads of asset data pending. If this number is non-zero, this means that there may be performance issues when attempting to teleport.&lt;br /&gt;
* &#039;&#039;&#039;Total Unacked Bytes -&#039;&#039;&#039; The size of the reliable packet data sitting on the server waiting to be acknowledged. A large number may indicate a thin pipe or other possible problems between the viewer and the sim.&lt;br /&gt;
==Time==&lt;br /&gt;
&lt;br /&gt;
The following are the different times listed in the Time section of the Statistics bar. Click &#039;&#039;&#039;Time&#039;&#039;&#039; to hide or display this panel.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Total Frame Time&#039;&#039;&#039; - The sum of all time values listed below it, this measures how much time it takes the simulator to run everything that the simulator is trying to do each frame.&lt;br /&gt;
** &amp;amp;lt; 22 ms - The simulator is healthy, everything is running as fast as it can, and more scripts can be added without reducing the performance of individual scripts.&lt;br /&gt;
** approx. 22 ms - The simulator is healthy, but there are probably a lot of scripts and agents on the simulator, meaning that script execution is being slowed down in order to maintain the simulator frame rate.&lt;br /&gt;
** &amp;amp;gt; 22 ms - The simulator is experiencing severe load, either due to physics or a large number of agents, such that even by slowing down script execution it is impossible to compensate. The simulator frame rate has been reduced as a result.&lt;br /&gt;
* &#039;&#039;&#039;Net Time&#039;&#039;&#039; - The amount of time spent responding to incoming network data.&lt;br /&gt;
* &#039;&#039;&#039;Sim Time (Physics)&#039;&#039;&#039; - The amount of time that frame spent running physics simulations. In general, this should be less than 5 milliseconds.&lt;br /&gt;
* &#039;&#039;&#039;Sim Time (Other)&#039;&#039;&#039; - The amount of time that frame spent running other simulations (agent movement, weather simulation, etc.)&lt;br /&gt;
* &#039;&#039;&#039;Agent Time&#039;&#039;&#039; - The amount of time spent updating and transmitting object data to the agents.&lt;br /&gt;
* &#039;&#039;&#039;Images Time&#039;&#039;&#039; - The amount of time spent updating and transmitting image data to the agents.&lt;br /&gt;
* &#039;&#039;&#039;Script Time&#039;&#039;&#039; - The amount of time spent running scripts.&lt;br /&gt;
[[Category:Miscellaneous]]&lt;br /&gt;
[[Category:Performance and Stability]]&lt;br /&gt;
[[Category:Performance]]&lt;br /&gt;
[[Category:Menus and Controls]]&lt;br /&gt;
[[Category:Technical Issue]]&lt;br /&gt;
[[Category:Inworld Issue]]&lt;br /&gt;
[[Category:Improving Performance]]&lt;br /&gt;
[[Category:Knowledge Base]]&lt;/div&gt;</summary>
		<author><name>WikiTest Clarity</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=How_do_I_read_the_sim_performance_stats%3F&amp;diff=580323</id>
		<title>How do I read the sim performance stats?</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=How_do_I_read_the_sim_performance_stats%3F&amp;diff=580323"/>
		<updated>2009-10-07T16:21:13Z</updated>

		<summary type="html">&lt;p&gt;WikiTest Clarity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KBmaster}}&lt;br /&gt;
&lt;br /&gt;
{{KBnote|The following info was written for Second Life 1.7, a much older version, so some of the following is deprecated.}}&lt;br /&gt;
&lt;br /&gt;
Much of this information is covered in the [[Statistics Bar Guide]].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re curious about simulator class and how it relates to performance, see the following blog posts:&lt;br /&gt;
&lt;br /&gt;
* [http://blog.secondlife.com/2006/10/16/looking-forward-to-class-5/ Looking forward to Class 5]&lt;br /&gt;
* [http://blog.secondlife.com/2006/11/03/updated-information-about-private-regions/ Updated information about Private Regions]&lt;br /&gt;
* [http://blog.secondlife.com/2007/02/02/changes-to-the-class-3-upgrade-offer/ Changes to the class 3 upgrade offer]&lt;br /&gt;
&lt;br /&gt;
[[Category:Improving Performance]]&lt;br /&gt;
[[Category:Performance and Stability]]&lt;br /&gt;
[[Category:Performance]]&lt;br /&gt;
[[Category:General Second Life Software Information]]&lt;br /&gt;
[[Category:Knowledge Base]]&lt;/div&gt;</summary>
		<author><name>WikiTest Clarity</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=How_do_I_build_objects%3F&amp;diff=416272</id>
		<title>How do I build objects?</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=How_do_I_build_objects%3F&amp;diff=416272"/>
		<updated>2009-06-29T20:33:55Z</updated>

		<summary type="html">&lt;p&gt;WikiTest Clarity: /* Entering Specific Values */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KB Building Nav}}&lt;br /&gt;
This page presents a short &amp;quot;crash course&amp;quot; on building in the Second Life® virtual world.&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
[[Image:kb_nobuild_screenshot.png|right]]&lt;br /&gt;
&lt;br /&gt;
You can create objects only on land that permits building. Land that prohibits object creation is marked &#039;&#039;&#039;Building/Rezzing not allowed&#039;&#039;&#039;: when you are on such a parcel, you will see an icon at the top of your screen, as shown in the figure.&lt;br /&gt;
&lt;br /&gt;
Right-click the ground and choose &#039;&#039;&#039;Create&#039;&#039;&#039; to open the Build window. You can also press &#039;&#039;&#039;Ctrl+4&#039;&#039;&#039; or select the &#039;&#039;&#039;Build&#039;&#039;&#039; button on your viewer. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
[[Image:kb_selectshape_screenshot.png|right]] &lt;br /&gt;
&lt;br /&gt;
In the Build window, choose the type of basic shape ([https://support.secondlife.com/ics/support/default.asp?deptID=4417&amp;amp;task=knowledge&amp;amp;questionID=4116 primitive]) you wish to create, then click the location inworld where you wish to build it. The shape appears (typically with a resounding &amp;quot;whoosh&amp;quot; sound).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
==Editing Prims==&lt;br /&gt;
&lt;br /&gt;
Use the build window to move, resize, rotate and otherwise manipulate inworld objects.&lt;br /&gt;
&lt;br /&gt;
[[Image:kb_buildwindowminimize_screenshot.png|right]]&lt;br /&gt;
&lt;br /&gt;
===Moving===&lt;br /&gt;
When the &#039;&#039;&#039;Position&#039;&#039;&#039; option is selected, click and drag the red/green/blue axes on an object to move it around. Clicking on the red (X), green (Y), and blue (Z) arrows lets you drag the object only along those axes.&lt;br /&gt;
&lt;br /&gt;
===Resizing===&lt;br /&gt;
Hold down &#039;&#039;&#039;Ctrl+Shift&#039;&#039;&#039; to bring up the sizing box or select the &#039;&#039;&#039;Stretch&#039;&#039;&#039; option from the Build window. Click and drag one of the white corner boxes to scale the entire object proportionally. The object&#039;s opposite corner will move in the opposite direction if the editor window&#039;s &#039;&#039;&#039;Stretch Both Sides&#039;&#039;&#039; option is checked; it will remain in place if the option is unchecked. &lt;br /&gt;
&lt;br /&gt;
Click and drag the red/green/blue box to re-size a prim&#039;s length/width/height without changing the other dimensions.&lt;br /&gt;
&lt;br /&gt;
===Rotating===&lt;br /&gt;
Hold down &#039;&#039;&#039;Ctrl&#039;&#039;&#039; to bring up the rotation sphere or select &#039;&#039;&#039;Rotate&#039;&#039;&#039; from the Build window. Click and drag anywhere within the sphere to rotate the object freely along all three axes. Click and drag a specific ring (red/green/blue) to only rotate the object around that axis.&lt;br /&gt;
&lt;br /&gt;
===Entering Specific Values===&lt;br /&gt;
Click on the editor&#039;s &#039;&#039;&#039;More&#039;&#039;&#039; button, then select the &#039;&#039;&#039;Object&#039;&#039;&#039; tab. Enter specific X, Y, and Z coordinates to move, re-size, or rotate the object. Changes to these values are always based on the center of the object (the point where the red/green/blue axes meet).&lt;br /&gt;
&lt;br /&gt;
===Linking===&lt;br /&gt;
This makes the linked object act as one coherent piece (though the object prim count is maintained).&lt;br /&gt;
&lt;br /&gt;
# With no object selected in the editor, hold down &#039;&#039;&#039;Shift&#039;&#039;&#039; and click on each prim you wish to link together, one at a time. Make the most important prim and/or scripted prim (root) the last one you select (such as the seat of a vehicle).&lt;br /&gt;
# Then, go to the &#039;&#039;&#039;Tools&#039;&#039;&#039; menu and select &#039;&#039;&#039;Link&#039;&#039;&#039;, or just press &#039;&#039;&#039;Ctrl+L&#039;&#039;&#039;.&lt;br /&gt;
# You can select &#039;&#039;&#039;Tools-&amp;amp;gt;Unlink&#039;&#039;&#039; or press &#039;&#039;&#039;Ctrl+Shift+L&#039;&#039;&#039; to break the object apart.&lt;br /&gt;
&lt;br /&gt;
There are [[Numerical limits within the Second Life world|limits]] to how large a creation you can link together:  No single object may have more than 255 prims, and no physics-enabled object may have more than 32 prims.Minimize the Build Window If you would like to keep your build in edit mode, but remove the Build window from view, select the Minimize option at the top of the Build window.&lt;br /&gt;
&lt;br /&gt;
===Advanced Edits===&lt;br /&gt;
The &#039;&#039;&#039;Object&#039;&#039;&#039; tab offers several additional options for editing based on the basic prim shape. Here are some common examples:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Path Cut Begin and End&#039;&#039;&#039;&#039;&#039;:&#039;&#039; Takes out a slice of the object along its Z axis. You can specify where the cut starts and finishes.&lt;br /&gt;
* &#039;&#039;&#039;Hollow&#039;&#039;&#039;&#039;&#039;:&#039;&#039; Puts a hollow center in the object starting from the center of the shape and expanding out. You can specify what percentage of the radius is hollow.&lt;br /&gt;
* &#039;&#039;&#039;Twist Begin and End&#039;&#039;&#039;&#039;&#039;:&#039;&#039; Puts twists into the object, warping its shape as well as texture alignment.&lt;br /&gt;
* &#039;&#039;&#039;Taper&#039;&#039;&#039;: Reduces the size of the top or bottom sides (x or y axes, negative or positive) of the prim.&lt;br /&gt;
* &#039;&#039;&#039;Top Shear&#039;&#039;&#039;&#039;&#039;:&#039;&#039; Shifts (shears/skews) the top surface of the object away from the bottom. You can shift the X and Y axes separately.&lt;br /&gt;
* &#039;&#039;&#039;Dimple Begin and End&#039;&#039;&#039;&#039;&#039;:&#039;&#039; Cuts a hole in a sphere from ring of latitude (you specify the percentage) to the top or bottom of the Z axis. The dimple cuts straight to the origin of the object (leaving a cone-shaped hole).&lt;br /&gt;
&lt;br /&gt;
[[Category:Building Objects]]&lt;br /&gt;
[[Category:Creators]]&lt;br /&gt;
[[Category:Second Life for Beginners]]&lt;br /&gt;
[[Category:Menus and Controls]]&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:Knowledge Base]]&lt;/div&gt;</summary>
		<author><name>WikiTest Clarity</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Am_I_seeing_a_bug%3F_How_do_I_know_where_to_turn_when_I_have_an_issue%3F&amp;diff=412773</id>
		<title>Am I seeing a bug? How do I know where to turn when I have an issue?</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Am_I_seeing_a_bug%3F_How_do_I_know_where_to_turn_when_I_have_an_issue%3F&amp;diff=412773"/>
		<updated>2009-06-26T17:15:53Z</updated>

		<summary type="html">&lt;p&gt;WikiTest Clarity: /* What is a bug? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Issues can be bugs which affect many Residents, or observed behavior of your own setup which can be adjusted to act as expected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==What is a bug?==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A bug is an unintended computer error or problem. Bugs have a common characteristic: they can be reproduced by more than one person using the same conditions. For example, if you go into appearance mode to edit your avatar height and the height slider provides the opposite result where increasing height makes your avatar shorter, this would be a Viewer bug. A quick search in the Knowledge Base for &amp;quot;appearance&amp;quot; provides two articles, including one with a video tutorial that demonstrates the expected behavior of the height sliders. Once you know that the feature is not acting as expected:&lt;br /&gt;
&lt;br /&gt;
# Learn [https://support.secondlife.com/ics/support/default.asp?deptID=4417&amp;amp;task=knowledge&amp;amp;questionID=4692 How to Search the Public Issue Tracker (JIRA)]&lt;br /&gt;
# Go to the [http://jira.secondlife.com Issue Tracker]&lt;br /&gt;
# Search for the issue to see if it is already reported&lt;br /&gt;
#* If the bug is reported, add your information to the bug report.&lt;br /&gt;
#* If the bug is not reported, create a bug report.&lt;br /&gt;
&lt;br /&gt;
{{KBhint| &#039;&#039;&#039;Tip:&#039;&#039;&#039; When searching the Issue Tracker, try using a variety of search terms to avoid duplicated bug reports. Residents each describe issues differently.  Try using some of the descriptions found in the Knowledge Base article that explains expected behavior for your issue topic.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===How do I file a bug report?===&lt;br /&gt;
&lt;br /&gt;
For information about filing a bug report, see [https://support.secondlife.com/ics/support/default.asp?deptID=4417&amp;amp;task=knowledge&amp;amp;questionID=4694 Creating bug reports and feature requests in the Public Issue Tracker].&lt;br /&gt;
&lt;br /&gt;
===What is the general process for fixing bugs?===&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve filed a bug report, it may get attention from other Residents who:&lt;br /&gt;
&lt;br /&gt;
* Share the same issue&lt;br /&gt;
* Offer reproductions&lt;br /&gt;
* Attach patches or changes to the source code&lt;br /&gt;
* Vote on your issue&lt;br /&gt;
&lt;br /&gt;
Votes from other Residents help prioritize the issue. Once the issue is acknowledged and &amp;quot;imported&amp;quot; by Linden Lab, it will be investigated and worked on.&lt;br /&gt;
&lt;br /&gt;
For additional information about the process of bug reports filed on our Issue Tracker, please see [[Issue tracker]].  Check out [https://jira.secondlife.com/secure/IssueNavigator.jspa?mode=hide&amp;amp;requestId=10350 Issue Navigator - Recent bugs with votes] for a quick look at the most recently filed bug reports prioritized by votes. &lt;br /&gt;
&lt;br /&gt;
{{KBtrivia| &#039;&#039;&#039;Trivia:&#039;&#039;&#039; The term &amp;quot;bug&amp;quot; dates back to the 1800&#039;s as reference to flaws in mechanical systems, with further reference during WWII pertaining to radar electronics. In 1947, a literal bug was a [http://en.wikipedia.org/wiki/File:H96566k.jpg moth] found trapped between relay points of a Mark II Aiken Relay Calculator at Harvard University. Removal of the moth was considered &amp;quot;debugging&amp;quot; the machine. [http://en.wikipedia.org/wiki/Software_bug Reference].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Non-bug issue==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A non-bug issue is something unique to your setup. These issues can be corrected by adjusting your Viewer settings, connection type, or components, so that they act as expected.  If you&#039;re experiencing a non-bug issue, go to the [http://secondlife.com/kb Knowledge Base] to find information about the expected behavior of the feature you&#039;re using. Self-help articles might get you back on track quickly. If you&#039;re unable to resolve your issue based on information in the Knowledge Base, head to the [http://secondlife.com/support Support Portal]. The Knowledge Base contains articles about [https://support.secondlife.com/ics/support/default.asp?deptID=4417&amp;amp;task=knowledge&amp;amp;questionID=5679 Support Ticket types] to help get your ticket in front of the Support Team that specializes in your issue type.  Decentralized support helps get your issue addressed quickly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Example of a non-bug issue:===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Regardless of the Region I go to, many objects on my screen are red.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:kb_highlighttransparent_screenshot.png]] This is an example of the &#039;&#039;&#039;Highlight Transparent&#039;&#039;&#039; feature found in your &#039;&#039;&#039;View&#039;&#039;&#039; menu. Highlight Transparent provides the ability to show transparent objects in red on your Viewer screen.  This feature can be toggled using the keyboard shortcut &#039;&#039;&#039;Ctrl&#039;&#039;&#039;-&#039;&#039;&#039;Alt&#039;&#039;&#039;-&#039;&#039;&#039;T&#039;&#039;&#039; or going to &#039;&#039;&#039;View&#039;&#039;&#039; &amp;amp;gt; &#039;&#039;&#039;Highlight Transparent&#039;&#039;&#039;.  The feature acts as intended, revealing transparent objects when active. Turning off this feature by adjusting your Viewer setting corrects the issue. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Additional knowledge resources==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Video Tutorials are available from our [http://secondlife.com/showcase/tutorials Showcase Tutorials] web page. Use the search tool to locate a video tutorial about your topic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==I&#039;m still not sure if my question is about a bug or a non-bug issue.==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Our Support staff will be able to help you identify what type of issue you have. If they let you know it sounds like a bug, then head to the Issue Tracker and file a bug report.  If they&#039;re able to help you resolve a non-bug issue, but you didn&#039;t find information about your topic in the Knowledge Base, please submit a [https://support.secondlife.com/ics/support/default.asp?deptID=4417&amp;amp;task=knowledge&amp;amp;questionID=5100 Knowledge Base Suggestion] ticket so we can make sure the Knowledge Base is updated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==What affects my Second Life experience?==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Running Second Life involves complex systems inside Linden Lab, along with components used by Residents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Your components===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Software - The Second Life Viewer&lt;br /&gt;
** Second Life is an application. It is necessary to [http://secondlife.com/support/downloads.php download], install and run Second Life.&lt;br /&gt;
* Hardware - Your computer system&lt;br /&gt;
** Check to make sure your system meets our minimum [http://secondlife.com/support/sysreqs.php system requirements].&lt;br /&gt;
* Internet Connection - Your internet service&lt;br /&gt;
** Packets of data flow between the Second Life Viewer and your computer hardware. Direct-wired DSL or cable internet service provides better performance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Understanding expected behavior of your components when using Second Life can help determine what type of issue you&#039;re having, and whether the issue is a bug or non-bug problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [http://secondlife.com/kb Knowledge Base] is a great first stop for information.  The Knowledge Base contains articles about expected behavior of the features in our standard Viewer, types of internet connection, and information about system compatibility, including some system components. The articles contained in the Knowledge Base are related to the standard Viewer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{KBnote| &#039;&#039;&#039;Note:&#039;&#039;&#039; If you are using our Release Candidate or another Tech Preview Viewer version, bugs should be reported on our [http://jira.secondlife.com Issue Tracker]. Issues with our beta software are not supported.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Our components===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What is it? How can it fail? How we fix it.&amp;quot;  Understanding how our systems work and how we provide solutions empowers you to better identify what type of issue you may be experiencing. Check out [[Service Disruptions]] explained by Joshua Linden, or click one of the links below to go directly to that section.&lt;br /&gt;
&lt;br /&gt;
* [[Service Disruptions#Asset Storage Cluster|Asset Storage Cluster]]&lt;br /&gt;
* [[Service Disruptions#Central Database Cluster|Central Database Cluster]]&lt;br /&gt;
* [[Service Disruptions#Agent .28.22Inventory.22.29 Database Cluster|Agent (&amp;quot;Inventory&amp;quot;) Database Cluster]]&lt;br /&gt;
* [[Service Disruptions#Other Database Clusters|Other Database Clusters]]&lt;br /&gt;
* [[Service Disruptions#Transient Data Services|Transient Data Services]]&lt;br /&gt;
* [[Service Disruptions#Simulators|Simulators]]&lt;br /&gt;
* [[Service Disruptions#Dataservers|Dataservers]]&lt;br /&gt;
* [[Service Disruptions#Login Server Cluster|Login Server Cluster]]&lt;br /&gt;
* [[Service Disruptions#Web Site|Web Site]]&lt;br /&gt;
* [[Service Disruptions#Linden Network|Linden Network]]&lt;br /&gt;
* [[Service Disruptions#Internet|Internet]]&lt;br /&gt;
&lt;br /&gt;
===How do I know if there are service disruptions affecting my Second Life experience?===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://status.secondlifegrid.net Second Life Grid Status Reports] provide information about service disruptions or scheduled outages. Follow updates via [http://status.secondlifegrid.net/feed RSS feed] and [https://twitter.com/SLGridStatus Twitter]&lt;br /&gt;
[[Category:Bugs and the Public JIRA]]&lt;br /&gt;
[[Category:General Information]]&lt;br /&gt;
[[Category:Second Life for Beginners]]&lt;br /&gt;
[[Category:General Help]]&lt;br /&gt;
[[Category:General Second Life Software Information]]&lt;br /&gt;
[[Category:Knowledge Base]]&lt;/div&gt;</summary>
		<author><name>WikiTest Clarity</name></author>
	</entry>
</feed>