llSetInventoryDesc(string name, string desc)
tracked
Kyle Linden
How would you like the feature to work?
The introduction of this function would greatly enhance the versatility and functionality of in-world vendors and delivery servers. This function allows for the setting of descriptions for inventory items to customized values, particularly for no-copy objects.
The function's syntax is as follows:
llSetInventoryDesc(string name, string desc);
name - An item in the inventory of the prim the script is in.
desc - The desired description for the inventory object.
The inventory must have modify permissions for the owner of the inventory.
Why is this feature important to you? How would it benefit the community?
By enabling the ability to set the descriptions of inventory items before delivery to the user, this feature addresses the issues of serialization and prevention of item duplication during sim restarts. It would allow content creators and business owners to offer tailored versions of no-mod objects to their customers, enhancing the overall user experience within the platform.
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Spidey Linden
tracked
Issue tracked. We have no estimate when it may be implemented. Please see future updates here.
Arosani Resident
> The inventory must have modify permissions for the owner of the inventory.
Could an exception be added for when a no-mod script wants to modify its own description? It could come handy to have a non-modifiable description field for when an otherwise moddable object contains it.
Denis Tristan
Use cases:
Serialization of delivered objects: The llSetInventoryDesc function can be used to serialize delivered objects by setting a unique description for each object upon delivery. This way, when an update is needed, the server can retrieve stored data from the database using a serial number.
Multiple versions of the same object: By using the object description as a parameter in the llSetInventoryDesc function, users can create multiple versions of the same object with different descriptions, enabling different functions. This feature would be particularly useful for content creators who want to provide their customers with unique and diverse products.
Coffee Pancake
An object rezzed from inventory can set it's own name from script should that be needed, it's unlikely an object rezzed this way would not have a script.
Objects to be passed to an avatar in inventory could always be extracted manually by the objects owner, thwarting any attempts for an object to later do anything meaningful based on it's name or desc.
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The only use case I see is one that should not be enabled by any means.
A single object that has linked rigged meshes for various mesh bodies as a single object, that then decides what should be shown and what get's hidden using alpha transparency based on the name that's set by the unpacker.
This would mean that all linked mesh must be fetched by all viewers and that most of that downloaded data is then rendered pointless. It could easily run to half a dozen entirely redundant mesh & texture set downloads for each and every worn attachment.
This would dramatically hurt performance for everyone, everywhere, all to save a creator from needing to add a separate individual mesh attachment for each mesh body they support (and that they have been doing for years).
Cielo Capalini
Coffee Pancake the best use case for this would be to thwart gift card copy botting, which is a major issue. If a vendor system could have a script that works as a gift card vendor then it could register the sale of a gift card along with a serial number, apply that serial number to the gift card description in its contents, then give a copy of that card to the buyer. The first time that gift card is used, that serial can be marked as redeemed. Any further ‘copies’ of that card that may be created by botters then wouldn’t work, because that serial is already marked as used.