Difference between revisions of "Phantom Objects"

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m (→‎Functional Spec: links, case fixes)
 
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* Objects that are both phantom and [[physical]] will fall through other objects or [[avatar]]s and will [[collide]] only with the [[ground]].
* Objects that are both phantom and [[physical]] will fall through other objects or [[avatar]]s and will [[collide]] only with the [[ground]].
* Phantom objects cannot be [[sat]] upon.
* Phantom objects cannot be [[sat]] upon.
However, setting prims to phantom does '''not''' prevent objects being simulated by the physics engine.  Use [[Physics Optimization]] to do this.


Other things that appear to be phantom:
Other things that appear to be phantom:
* Objects that live on an adjacent [[region]] but hang over onto this region.
* Objects that live on an adjacent [[region]] but hang over onto this region.
* [[Attachment]]s.
* [[Attachment]]s.
* Prims, sculpties and mesh using [[Physics Optimization]]


=== Test scripts ===
=== Test scripts ===

Latest revision as of 04:17, 10 December 2012

Feature Design Document

(none)

Functional Spec

However, setting prims to phantom does not prevent objects being simulated by the physics engine. Use Physics Optimization to do this.

Other things that appear to be phantom:

Test scripts

llSetStatus test

llGetStatus test

llVolumeDetect test - Can two llVolumeDetect objects detect each other?

Flexible Objects test

Discussion for future improvements

(none)

Relationship to other features

List of features that need to be tested when this feature changes, and why.

Physics_Test - The Physics test should ensure check that phantom objects are truly phantom.

User Guides

llSetStatus on LSLWiki.com

llGetStatus on LSLWiki.com

llVolumeDetect on LSLWiki.com