Set linked prim phantom on / off
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Woolfyy Resident
Till now there is quite a long trick that makes it possible to set linked prims phantom.
The other solution that has been proposed more recently by LL to use the not prim feature is unusable as it can impact LI count in a crazy way leading to a build returning to its owner inventory at best.
So why not simply have a llSetLinkPrimPhantom(link number, boolean) ?
PS: If it can motivate LL to add such a feature, simply look at how palms are set phantom on the great Aleymart products = it is a phantom script in each item needed to be phantom as the phantom linked prim trick is not permanent in case of link / unlink. At the end it easily makes tens of extra scripts that could have been avoided on each build.
It also means that this features needs to work on the viewer edit window too.
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Woolfyy Resident
In the meantime .. the trick that I use in spite of exploding the LI weight can't even fit into Canny comments LOL anyway let's say lots of memory and cpu used for something that should be managed by LL ... and as usual TRACKED for eternity ...
HereToHorse Resident
Since it's a linked prim, wouldn't it be possible to just disable its physics shape? (set it to PRIM_PHYSICS_SHAPE_NONE)
Nelson Jenkins
HereToHorse Resident Is there some reason to need a physics shape but also be phantom? Does raycasting work off physics shapes?
I use PRIM_PHYSICS_SHAPE_NONE for my vehicle scripts for a few reasons and it works just fine, but I might be missing some sort of use case here. Otherwise though, yeah, phantom is generally seen as a per-object setting, so I'm not sure how that exploit(?) would even work and I don't exactly see why a per-link phantom is needed when per-link physics shape options already exist.
HereToHorse Resident
Nelson Jenkins I have no idea, that's why I was asking. Setting the shape to none seems like it'd do the trick, yeah.
Rohacan Hirons
HereToHorse Resident This is a very old trick to create half-phantom objects. It was used frequently years ago, and it still seems to be used in a few cases, as mentioned by Woolfyy. The thing is, if you set PRIM_PHYSICS_SHAPE_NONE on a non-mesh prim (such as a sculpty or a basic primitive like a cube, sphere, etc.), it will be considered a mesh for the land impact calculation. The land impact of the object will be recalculated and can be much higher than the single LI per prim rule for non-mesh objects.
Bleuhazenfurfle Resident
We probably need a ll[GS]etLinkStatus… pretty much everything should have a Link version these days.
Maestro Linden
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Woolfyy Resident
Maestro Linden No solution since february 5, 2024 ? Forecasted for 2030 ?