Objects crossing parcels disappear to sensors, scripts, uuid becomes invalid
tracked
IceCold Skytower
Objects physically crossing between parcels of different ownership on mainland causes the object to not be detectable by sensors, raycasts, scripts, becomes invalid uuid
It fixes itself when edit moved, or sat upon.
Sometimes the object in the glitched state can disappear from rendering entirely.
Cannot return the object from a parcel while in the glitched state.
RLV cannot even force sit you even by uuid.
Collision event still picks up a uuid.
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Maestro Linden
Merged in a post:
Keyframed Motion objects now vanish for some time.
Robin Lobo
I have flying keyframed objects like birds. They flap and fly around the whole sim and eventually repeat the flight path. Since the last sim update some of them simply vanish, only to reappear later.
This is not a draw distance issue. If you lock cam on a pelican you will see it flying some distance from origin and then vanish, it is as if the sim stops sending data to the viewer. Additionally, the scripted flapping of wings slows down as if the flap script is being throttled. It will sometimes reappear at places along the flight path but always reappear near the origin (they fly in a long loop - origin is where they start flying from).
The issue seems to be related to the distance of the flight loop and your position. Some birds/shark/stingray that move in a shorter loop behave normally.
Maestro Linden
Hi Robin Lobo and AddisonWilde Resident, thanks for the report. This looks like a different manifestation of the bug reported here, which reproduces on Second Life Server 2026-06-12.27437375581:
We have a fix for this bug on the beta grid, with server version 2026-06-25.28189172152. It is currently deployed to the ''Cloud Sandbox' regions, such as secondlife://Aditi/secondlife/Cloud%20Sandbox%201/128/128/2 , and is on track to go to all channels the main grid next week as a hotfix.
If you rez the seagull (or similar objects) at that beta grid location, does the issue appear fixed? If so, I think we can safely merge this issue into the other one.
IceCold Skytower
Maestro Linden So this happens to Keyframed Motion as well. Explains why my Locomotive cannot hook to it's carriages, the sensor event simply does not pick them up. I have recieved customers complaining about that. I told them it must be this bug. So it is this bug.
AddisonWilde Resident
I was able to reproduce and observe this from a second viewer.
One additional observation is that when the object "poofs," it is not merely invisible. It also disappears from Area Search, and if a beacon is active to the object, the beacon disappears as well. This suggests the viewer is no longer receiving updates for the object, rather than simply failing to render it.
The object consistently disappeared near the same point on its outbound flight, then reappeared as it approached its destination. When it became visible again, it also immediately reappeared in Area Search and the beacon resumed tracking it.
Tested in viewer: Firestorm 7.2.4 (80712)
IceCold Skytower
The issue does not reproduce for me on 2026-06-25.28189172152 in Cloud Sandbox.
Also i am entirely able to reproduce it with the same steps just within the same parcel, i just have to move it far out so it goes out of sensor range, then grab and drag it back into range.
Object is not detected on the sensor once back in range on version 2026-06-12.27437375581, but is detected on 2026-06-25.28189172152
Hope this version rolls out to main channel soon.
Maestro Linden
IceCold Skytower: Thanks for confirming!
Maestro Linden
IceCold Skytower Dread Hudson Ranma Gausman TatSledge Resident Soap Frenzy We have a fix for this bug in testing on the beta grid. The fixed server version is 2026-06-25.28189172152, and is deployed to the ''Cloud Sandbox' regions, such as secondlife://Aditi/secondlife/Cloud%20Sandbox%201/128/128/2
Initial testing on our end is looking good, including the llSensor() case and also some cases in which something like a vehicle can become invisible to nearby viewers after an avatar stands up from them.
Soap Frenzy
Maestro Linden I went and tested on 'Cloud Sandbox 1' and I am unable to recreate the issue anymore. It seems like the fix has solved the problem.
Dread Hudson
Maestro Linden Sorry for my late replies! I was on vacation the day after I posted my bug report. From what Soap Frenzy and I were seeing it was failing to pick up objects with an avatar seated on them pretty consistently which would affect a wide range of vehicles across SL.
m
maestro20241211 Resident
Soap Frenzy Thanks for confirming the fix is looking good on your end.
IceCold Skytower
Well i don't wanna complicate things, but i just observed this issue happening even within the same parcel when longer distance is travelled by physical motion. The scripted follower trailer stopped being visible by viewer rendering, and also by sensors, after being "dragged" for about 100 meters. The issue seems to be chaotic with it's occurence.
However it is clearly some state the object gets into, not detectable by sensors, and viewer side rendering decides the object doesn't exist, and cannot be returned from parcel management either.
I am still unsure how this object state happens.
Lets keep the same reproduce steps with the parcels because those steps seem to work, but it may seem it happens from some other causes too that do not involve crossing parcel borders.
Maestro Linden
IceCold Skytower: Yep, I was able to see this too on 2026-06-12.27437375581. Somewhat surprisingly, it's from the same bug as the llSensor case you reported.
The basic repro steps were:
- UserA, UserB: go to different corners of the same region
- UserA: rez a Kart 1.0 and drive it to UserB's location (such that it is in UserB's camera view)
- UserA: stand up from the Kart, and hover (or walk) so that your avatar is not actively colliding with it
- Note if the Kart disappears to either agent after settling
Expected results:
The Kart should not disappear from view suddenly from either viewer's perspective
Actual results:
- Sometimes, either UserA or UserB sees the Kart derez suddenly, a few seconds after it has stopped moving.
- In one case, UserA saw it disappear, and in another case, UserB saw it disappear.
- The Kart is definitely still present, as the agents collide with it (including the agent that can't see it).
- If the user moves far away from the Kart and looks away from that direction for a minute before returning, the Kart will reappear to them
Maestro Linden
Merged in a post:
Sensor calls failing to report objects consistently
Dread Hudson
Since this last server release sensor calls for objects are behaving inconsistently, can break numerous scripted systems. This issue appears to have been introduced in the most recent server rollout.
Sensor calls for SCRIPTED and PASSIVE have had their behaviour change or are failing to register objects, with no apparent consistency. One object doing a sensor call will report objects properly, another of the same object an arbitrary distance away will fail to pick up the same objects when they are moved into range.
Rez a cube, put this script in it, make multiple. Drag a scripted object or use a scripted vehicle and move into range of the various sensor boxes. Results are very inconsistent.
In one instance, a cube located at <114.43994, 61.48804, 151.37827> reported results correctly, only to then fail when moved to <114.43994, 62.48804, 151.37827>, just a single meter of difference.
"integer step=0;
default
{
state_entry()
{
llLinkParticleSystem(-1,[]);
}
touch_start(integer n)
{
if(llDetectedKey(0)==llGetOwner())
{
step=0;
llOwnerSay("Calling at "+(string)llGetPos());
llSensor("","",AGENT,14,TWO_PI);
}
}
sensor(integer n)
{
llOwnerSay("Sensor step "+(string)step);
key tgt;
while(n--)
{
if(llDetectedType(n)&0x1)
{
llOwnerSay("avatar "+llDetectedName(n));
}
else
{
llOwnerSay("object "+llDetectedName(n));
}
}
if(step==0)llSensor("","",SCRIPTED,14,TWO_PI);
if(step==1)llSensor("","",PASSIVE,14,TWO_PI);
if(step==2)
{
llSleep(1);
//llDie();
}
++step;
}
no_sensor()
{
llOwnerSay("No_sensor step "+(string)step);
if(step==0)llSensor("","",SCRIPTED,14,TWO_PI);
if(step==1)llSensor("","",PASSIVE,14,TWO_PI);
if(step==2)
{
llSleep(1);
//llDie();
}
++step;
}
}"
"[11:49:01] Object detector click 1: Calling at <114.43994, 61.00000, 151.37827>
[11:49:02] Object detector click 1: Sensor step 0
[11:49:02] Object detector click 1: avatar Dread Hudson
[11:49:02] Object detector click 1: Sensor step 1
[11:49:02] Object detector click 1: object [Chaos] Hellblade Base
[11:49:02] Object detector click 1: No_sensor step 2
[11:49:06] Object detector click 1: Calling at <114.43994, 62.00000, 151.37827>
[11:49:06] Object detector click 1: Sensor step 0
[11:49:06] Object detector click 1: avatar Dread Hudson
[11:49:06] Object detector click 1: No_sensor step 1
[11:49:06] Object detector click 1: No_sensor step 2"
Ranma Gausman
Adding that this happens also when crossing two regions/parcels with same ownership, not just when the ownership differs.
Maestro Linden
Hi guys, there was a similar bug report at https://feedback.secondlife.com/server-bugs/p/objects-crossing-parcels-disappear-to-sensors-scripts-uuid-becomes-invalid that we got some specifics on and were able use to come up with a semi-reliable repro case on, even when doing a blanket
PASSIVE|ACTIVE
object sensor. I suspect this is the same bug reported here, but I'm not 100% sure. It's definitely a tricky issue.Maestro Linden
We've looked into this issue some more and I'm pretty sure the server bug would cause the symptoms described in the current issue as well. I'm merging them together.
Maestro Linden
updated the status to
tracked
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