✨ Feature Requests

  • Search existing ideas before submitting- Use support.secondlife.com for customer support issues- Keep posts on-topicThank you for your ideas!
Ability to bundle Blinn-Phong textures as materials the same way PBR is
Since PBR came out, I've essentially been almost PBR-exclusive with my store creations, mainly because PBR is just so much easier to work with for texture HUDs than Blinn-Phong (aka non-PBR textures, classic textures, legacy textures, traditional textures, etc). Part of this is because all of the textures involved are bundled into materials that are a single object with all of the settings saved rather than having to put everything in manually like non-PBR. It would really help creators offer both options and cut down workload by a TON if we could also bundle blinn-phong textures as materials. I don't know about other stores but I like to really tweak the specular settings and often the specular colors as well for metallic and generally more realistic effects rather than leaving everything white for all colors, and coding that into the HUD is fankly, a gigantic pain in the ass. Even if they were called something different like texture bundle or something to avoid confusion for people who sell them and to differentiate in our inventories that would be fine. I know we would not be able to upload them together the same way as PBR because it involves separate files, but there's no reason we shouldn't be able to create the material in-world manually on a cube or something and save it the same way. Bonus if double-sided can be an option for blinn-phong too! It would cut down on geometry needed on a mesh if we don't want it to be one-sided since we could simply check that on like on PBR materials, rather than needing to solidify a mesh (and essentially double its geometry) in order to get the same look. PLEASE let us manually create blinn-phong material bundles that include diffuse, normal, specular, alpha, glow, shininess, environment, shine color, full bright, and blending mode settings. It would make the jobs of creators working with blinn-phong in any capacity much easier, coding HUDs would be easier, and if double-sided can be an option it would also cut down on mesh complexity since people wouldn't need to solidify or fake edges on their meshes to hide that it's just a plane.
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Fix The Blake!
Considering that boating, sailing, and diving are among the very few activities in Second Life that function reliably but also continue to attract an engaged, creative community, it’s honestly baffling that the Community Islands in the Blake Sea have been left untouched for — what is it now? — 17 years? Seventeen. That's not just a long time in virtual-world terms, it's practically a digital ice age. Meanwhile, the Blake Sea remains the central artery of Second Life — the core maritime network connecting the continents, and arguably one of the only places where the grid feels alive, immersive, and socially dynamic. Yet the infrastructure looks like something out of 2007 — because, well, it is. With all the advancements in mesh, environment systems, and scripting tools, it’s not as if the technical limitations are insurmountable. In fact, a small, focused team could probably refresh the entire set of islands in a week or less. So it raises the question: Why hasn’t this been done? Is there a fear that improving one of the most consistently active areas of the grid might accidentally make the user experience too enjoyable? Or is it just easier to roll out shiny new products and ignore the parts of the platform that people actually use and love? The Blake Sea isn’t just some peripheral backwater — it’s a living, breathing hub of user-driven content and activity. If anything deserves a little attention (and perhaps a modern texture or two), it’s this space. Or do we have to wait until Second Life’s silver jubilee for someone to dust off the prims?"
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Integration between CasperVend and Marketplace Listings
I’d like to know if there is currently any way to link CasperVend vendors with Marketplace listings — meaning, when I add a new product to the Second Life Marketplace, it would automatically appear in one or more of my CasperVend inworld vendors. My idea is to create an inworld gallery-style store, where all products available on the Marketplace are also visibly displayed inworld using CasperVend vendors. Ideally, I’d love to be able to: 💡 Automatically sync my Marketplace inventory with selected CasperVend vendors. 💡 Choose which products appear on each vendor (e.g., categorizing them by theme, product type, etc.). 💡 Allow customers to buy directly from the vendor inworld, while still being counted as a Marketplace sale (or at least maintaining stock/pricing consistency). Why this would be useful: 💡 Creators wouldn’t have to duplicate every product manually between the Marketplace and inworld stores. 💡 Promotes better inworld shopping experiences, while benefiting from Marketplace organization. 💡 Keeps product info, prices, and availability consistent across platforms. 💡 Encourages hybrid shopping behavior — browsing inworld, buying wherever is more convenient. 💡 Saves time for merchants who manage large catalogs. If something like this already exists, I’d appreciate some guidance on how to set it up. If not, I think it could be a powerful feature worth considering for future development, especially as Second Life continues to support both inworld and web-based commerce. ♥ Thank you! ♥
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Possible lower-cost alternative to cloth simulation / flexi mesh - Velocity Bones.
Some kind of cloth simulation would be great, I think everyone agrees on that. Except that it's computationally very expensive, and while it's practical in a game where you've only got one main character and care can be taken to avoid much simulation happening at any one time, SL needs to render up to a hundred (sometimes more) "main characters" at a time. There's already a feature request in for some kind of cloth simulation tracked here: https://feedback.secondlife.com/feature-requests/p/weighted-clothing-material-with-collision -- in the thread people have discussed some things like collision volumes to stop the mesh intersecting, which was always a problem with the old flexi solutions too. All these things would be great, but maybe there's a computationally cheap way we can at least get part of the way? People have tried things using spare bento bones and animating, but that doesn't coincide with actual avatar movements, so it's really no more than a gimmick. I admit this is a bit beyond my wheelhouse, but I had a crazy idea, spoke to a few people about it, and they seem to find it intriguing, so I'm bringing it here. I call it "Velocity Bones". Imagine we have an extra (or maybe a few) bone in the skeleton, which mirrors existing bones, but all motion is delayed . When you move your avatar, the velocity bone starts moving a second behind the rest of your avatar, and stops moving a second after it. When you play an animation, the velocity bones will animate as per their mirror bones, but start a second later. This gives a bone that rigged mesh can be weighed to, which will be where you just were a second ago, and catch up with you when you come to rest. For example, imagine a ponytail with the end of the tail weighted to this velocity bone. You move left, the ponytail will trail to the right. You stop, the end of the tail catches up with you. You jump down from something, it bounces upwards. You dance, the end of the tail takes a little time to catch up with the top of the tail, giving a basic simulation of inertia. This doesn't solve collision problems, doesn't allow for things being moved by wind, but otherwise could provide us with something akin to what people used to use flexi for with attachments. We could have a cape flowing behind us, that moves dynamically as we fly. We could have moving hair. Clever people might even be able to put a bit of reasonably convincing movement into a dress with it. Best of all, it should be pretty computationally cheap. As I say it's beyond my technical wheelhouse -- I'm not sure how practical it would be to split-animate a skeleton in this way. However people have been crying out for flexi mesh or something for years, and since the idea occurred to me I thought I'd throw it out there and see if it gets any traction.
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