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Important Recommendations โ€‹

Two minutes here save hours later. These are the habits that prevent almost every support message we receive.

1. Always build with the object on the ground โ€‹

Second Life has a long-standing bug: data stored inside an object can be lost when the object is edited while attached to your avatar (as a HUD or as a wearable). 1Click Maker stores your whole project inside the object, so this matters.

The rule is simple:

  • Edit and build with the HUD or item rezzed on the ground.
  • To test it as an attachment, take a copy to your inventory and wear the copy.
  • Keep the original on the ground until you are done.

The BUILD script refuses to work while attached

When the object is attached, *BUILD prints TEST mode enabled in chat and ignores the panel. Drop it back on the ground to continue building. This is intentional.

2. Name everything clearly โ€‹

Buttons, functions, targets, textures, sounds, animations: use short, descriptive names.

DoAvoid
button_jump, tex_red, snd_click@Green Button, #Jump!, ~Sound1
shirt_collar (a link name)Object (the default prim name, dozens of times)

Button names are the prim names from Second Life (up to 63 characters; spaces at the start and end are ignored). Helper functions you create in the panel use letters, numbers, _, - and ., up to 36 characters.

Why it matters:

  • The panel finds buttons and links by name. Two prims called Object are indistinguishable.
  • Functions are created with the button's name. Clear names make the function list readable.
  • Link names are how actions find the right part of a target. See Link Names.

The link the HUD prints in chat opens your panel without a password. Whoever has it can edit your project. Do not paste it in group chats or notecards you give away.

Lost it? You can always get it back: Reopen a Project.

4. Finish before you sell or share โ€‹

While you develop, the HUD's Content holds your textures, sounds and the *BUILD script. Anyone who receives that object can read them. Pressing Finish in the panel:

  • deletes all assets from the object,
  • removes *BUILD,
  • keeps only what the HUD needs to run.

Read Save, Build, Finish! before your first release.

5. Build often, test often โ€‹

Every change in the panel only reaches Second Life after Build. Get into the rhythm: change โ†’ Ctrl+S โ†’ Build โ†’ click the button in-world. Small steps make problems easy to spot.

Bonus: the !ignore trick โ€‹

If a linked prim should never react to clicks (a decorative part, a frame), set its Description to !ignore in the Second Life build tool. The prim still shows up in the panel's button list, but *FUNCTIONS ignores clicks on it. The same works for a whole object: an object whose description is !ignore is ignored by the *BUILD and *FUNCTIONS scripts inside it, which is handy for keeping a spare copy of a HUD rezzed next to the one you are building.