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UUID Persistance

OmniCron Overlord
Registered User
Join date: 28 Nov 2005
Posts: 31
03-29-2006 15:35
If i have an object like a box with a script. Does its key stay the same forever? Or does it change when a user picks it up and re-rezzes it into the world.
Patch Lamington
Blumfield SLuburban
Join date: 2 Nov 2005
Posts: 188
03-29-2006 16:28
changes whenever box is rezzed.

if you need to move the box you can attach and drop it. as long as you dont take to inventory, you should be ok
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Francis Chung
This sentence no verb.
Join date: 22 Sep 2003
Posts: 918
03-29-2006 16:28
It changes whenever it's re-rezzed. Some people rely on a persistent UID for inworld object-to-object email.

Myself, I have objects that have had to maintain the UID across multiple generations of SL, and that part has worked fine.

I even heard of this trick where this guy (sorry, the name escapes me) attached the email boxes to his avatar, and then ROAMed across a few sims to move them (and then detached them).

I haven't verified it myself, but I think that trick works. (Careful not to teleport though, that will cause attachments to re-rez, changing their UID)
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Osgeld Barmy
Registered User
Join date: 22 Mar 2005
Posts: 3,336
03-29-2006 16:31
From: Francis Chung

I haven't verified it myself, but I think that trick works. (Careful not to teleport though, that will cause attachments to re-rez, changing their UID)



not in 1.9
Francis Chung
This sentence no verb.
Join date: 22 Sep 2003
Posts: 918
03-29-2006 16:37
From: Osgeld Barmy
not in 1.9


Which part? Attaching an object changes the UID now?
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Rickard Roentgen
Renaissance Punk
Join date: 4 Apr 2004
Posts: 1,869
03-29-2006 16:45
teleporting does not rerez and doesn't change the UUID of attached objects.
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Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
03-29-2006 17:12
From: Rickard Roentgen
teleporting does not rerez and doesn't change the UUID of attached objects.
:eek:
Y'all think this is permanent? It would solve a problem I've had with a lil tech toy I want to build...
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Kelly Linden
Linden Developer
Join date: 29 Mar 2004
Posts: 896
03-29-2006 22:58
From: Jillian Callahan
:eek:
Y'all think this is permanent? It would solve a problem I've had with a lil tech toy I want to build...

Yes, should be permanant.
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
03-29-2006 23:04
From: Kelly Linden
Yes, should be permanant.


Permanant till log-out, sim crash or detach (i assume).
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Francis Chung
This sentence no verb.
Join date: 22 Sep 2003
Posts: 918
03-29-2006 23:33
From: Rickard Roentgen
teleporting does not rerez and doesn't change the UUID of attached objects.


Sunofa - This didn't used to be true :]

Thanks for the tip, another hack I can remove now :)

(Oh, and it does not persist across relogging)
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
03-30-2006 09:00
This is THE big change in 1.9, as far as I can tell. Teleporting is now sim-sim like sim border crossing. This is why you don't get an on_rez on teleport any more, why you stay dancing after you teleport, and so on. In the 1.9 preview they tried to fix the dancing problem by taking away animation permissions after unsit, but that produced erroneous errors from scripts that were a little naive about llStopAnimation() and didn't solve the problem for touch-based animations.

I think they are going to need to have animation permissions go away after teleporting if the animating object isn't in the same sim - so you don't lose them on attachments, and make llStopAnimation() fail silently when you don't have permissions - so that almost every poseball and vehicle script in SL doesn't have to be hunted down and replaced.
Burke Prefect
Cafe Owner, Superhero
Join date: 29 Oct 2004
Posts: 2,785
03-31-2006 07:14
From: Argent Stonecutter
This is THE big change in 1.9, as far as I can tell. Teleporting is now sim-sim like sim border crossing. This is why you don't get an on_rez on teleport any more, why you stay dancing after you teleport, and so on. In the 1.9 preview they tried to fix the dancing problem by taking away animation permissions after unsit, but that produced erroneous errors from scripts that were a little naive about llStopAnimation() and didn't solve the problem for touch-based animations.

I think they are going to need to have animation permissions go away after teleporting if the animating object isn't in the same sim - so you don't lose them on attachments, and make llStopAnimation() fail silently when you don't have permissions - so that almost every poseball and vehicle script in SL doesn't have to be hunted down and replaced.


Ah. I noticed that fun side-effect the other day. I need to just build a "stop anim" script into one of my attachments.
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