Hi, first of all, you may get more answers if you repost this question in the scripting tips forum, since most of the scripting gurus (and wannabes like me *grin*) hang out there
From: Aidamina Hunt
OK heres the deal, ive been scripting in SL for a couple of days and i've made a couple of nice scripts. But now i've hit a boundary. In SL there is NO way what so ever to uniquely identify the same item over multiple sessions. What i mean is that the key of an Object changes. This really sucks because i want to make a system where an external script keeps track of certain objects. And the only way to do this is by keys, because they are unique. But its not a good system because they change.
So my questions:
Is there something im missing here, is it indeed possible to get an itemid that is reliable?
you could do your own. a script's memory is static and persistent, so you could have an id in memory that you used rather than the object key.
I'd be able to be more specific if you post details on what you are trying to achieve, and what is communicating with what, using what techniques.
Oh, and items rezzed in world will keep the same UUID forever, it is only when they derez that it is cleared. That includes attachments, which only derez when you take them off, or log out.
From: someone
Why isnt there a function to write to a notecard?
Because there is no such thing as editing a notecard. When you save one, it actually creates an entirely new asset on the asset server of the new, different notecard. The reason behind this is..... imagine you create a notecard in your inventory, then copy it into a hundred objects. All 101 copies of the notecard are instances of the same asset on the asset server. If you now edit the one in inventory, it would be counter-intuitive if the ones in all the other objects changed, so those 100 copies stay as the same (old) asset, and the one in your inventory becomes a new asset.
They will never (in the forseeable future) allow scripts to create assets as it would be WAY too easy to flood the asset server and kill the whole grid that way.
From: someone
Is there any possiblitity a truelly unique id is implemented in the future?
No. (well, almost certainly no)
The fundamental design of the game is that an object rezzed in-world is simply and _instance_ of an asset. When you derez it, it goes away. When you rez 5 of them, you have 5 instances of the same asset. if you had persistant IDs how would it cope with there suddenly being 5 of them?
Like I said, there are ways around this using script memory, but I would need to know more about what you are doing to be able to help more