Creating a Button โ
In Prim Mode every linked prim with a name can be a button. Here is the full path from a prim to a working click.
Requirements โ
- The HUD is rezzed on the ground with
*BUILDand*FUNCTIONSinside. - The panel is open. (No project yet? See the Quickstart.)
Steps โ
Create the prim that will be the button and link it to the HUD. The HUD's main prim must be the root (select it last before Ctrl+L).
Name the prim. Use the Second Life build tool โ General tab โ Name. Pick something that says what the button does:
button_texture_1,btn_color_blue,play_sound.Re-scan in the panel's left column. The new prim shows up in the button list.
Click the prim's name in the list. The panel creates a function with that name and opens it.
Add actions to the function (see Creating an Action) and Save.
Build, then click the prim in-world to test.

Naming rules โ
- Up to 25 characters. Letters, numbers,
_,-,.and spaces. Anything else is dropped. - Names are case-sensitive:
Btn1andbtn1are different buttons. - Avoid the default
Object. Ten prims calledObjectare ten buttons you cannot tell apart. - Two prims with the same name run the same function. That is sometimes useful (two physical buttons for one action) and sometimes a bug.
The root prim as a button โ
The root prim (the crown ๐ in the list) can be a button too. A single-prim HUD works: the whole object is one button. For a HUD with many buttons on one prim, use UI Mode instead.
Prims that should not be buttons โ
Decorative parts, frames and backgrounds will still appear in the list. Simply do not create a function for them. To make a prim ignore clicks entirely (for example a frame that sits over a clickable area), set its Description to !ignore in the build tool.
Which face was clicked? โ
*FUNCTIONS knows which face of the prim was clicked. You can use it in a condition through the system variable !touched_face, for example to make one prim behave like several buttons.
Next โ
- Creating an Action
- Cloning Functions to turn one configured button into twenty.