Actually, the secret is in the RULER MODE, when combined with the "Use Grid" option.
Taken from a previous post of mine to another such question --
Enable the "Use Grid" option on the top of your build menu. When transforming your prim, a grid will appear that will correspond with the Ruler mode you've selected (also there on the build menu) -- if you pull your pointer/cursor to the outside of that grid, it will start snapping to those measurements.
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the "Ruler mode" on the build menu has three different settings on the drop down list. Actually, there's another mode (Avatar), but it only shows up when you're fiddling with prims attached to your av.
World -- this mode moves and rotates prims along the world x, y, z grid; this is the default when you start building.
Local -- this mode moves prims along their local x, y, z axes. Used in combination with the "Use Grid" option, this mode allows movement (and perfect alignment, for the most part) in fractions of the prim's size, i. e. -- .25x, .5x, 1x, 2x, 4x, etc. This mode also rotates around the prim's local axes, allowing it to spin in place, rather than tumble through space (as a prim would if it were off the world axis but you were using the World ruler mode to rotate).
Reference -- this mode is not often used by many people, but it can be very nice as an option. To enable this mode (the first time), you must select a prim and then Tools > Use Selection for Grid. Your Ruler mode will change automatically to Reference, and the transform gizmo will align itself with the locals of the prim you've selected. From then until you set a new reference grid, any time you select Reference from the Ruler modes, you'll be able to move and rotate prims along the reference axes. This mode (just for example), is VERY handy when moving mullions along a window that is not aligned to the world grid.
Good luck with your SecondLife building

Hope that helps.