Save, Build, Finish! β
Three buttons in the top right of the panel. You will press the first two hundreds of times and the third one once per product.
πΎ Save β
Saves the project to the cloud.
- Autosave runs on its own: about 15 seconds after you stop making changes, and at most 60 seconds after the first change even if you keep editing.
- The indicator next to the buttons shows Saved, Unsaved, Saving⦠or Not saved (an error).
- Ctrl+S saves immediately.
Saving does not change anything in Second Life.
What if saving fails?
The usual reason is the memory limit: the project would exceed your plan's memory. The panel shows the message and keeps your changes in the page; delete or simplify something and save again. Another reason is an expired session (after a long time idle): reload the page from the HUD's link. See Troubleshooting.
π¨ Build β
Sends the project to the HUD. This is what makes your changes real in-world.
- Build saves first if there are unsaved changes.
- The HUD receives the project in small packets and says READY! when done. Most builds take a few seconds; very large projects a little more.
- Build again after any change you want to test: buttons, actions, events, variables, targets, UI layout.
- A confirmation dialog appears; tick don't ask again to skip it for the rest of the session.
The HUD must be on the ground
If the HUD is attached, taken to inventory or in another region, the panel cannot reach it and shows Could not connect to your object in Second Life. Rez the same object and try again. If you see Your object in Second Life did not answer in time, wait a moment and press Build again.
What Build stores in the object β
Functions, actions, events, variables and the UI layout are written to the object's linkset data, protected by a password only the scripts know. Textures are referenced by UUID. Nothing is written to notecards.
β Finish! β
Use it when the product is done and tested.
What Finish does:
- Deletes every asset from the HUD's Content: textures, sounds, materials, objects, notecards.
- Deletes
*BUILD. - Keeps every script (
*FUNCTIONS, the add-ons), all animations (Second Life can only play animations that are inside the object) and the built project.
Sounds keep working after Finish: they are played by UUID, so the sound file itself is not needed in the object.
The HUD keeps working exactly as built, without the panel. Your customers get a clean object with no source files inside.
Give Items keeps what it delivers
If your project has Give Items actions, Finish keeps the items those actions deliver and removes everything else as usual. With Deliver the whole inventory selected, nothing is removed at all: check the Content by hand before finishing, because whatever is in there goes to your customer.
Build before you Finish. The object only knows what it delivers after a build. If it has never been built, Finish keeps the whole Content and tells you to build first. 1.2.4
After Finish β
- The project is still in the cloud. To edit it, drag
*BUILDback in, hold-click, choose EDIT (Reopen a Project). - Take the finished object into your inventory and box or sell it as usual.
- If you edit it again later, remember to Finish again before distributing.
The rhythm β
edit β Ctrl+S β Build β test in-world β edit β β¦ β Finish (once)