Position โ
Place or move objects and linked prims, in absolute or relative steps.
Moves the target or one of its prims. Either set a position or add an offset to the current one.
Fields โ
| Field | Required | What to enter |
|---|---|---|
Target | Yes | $THIS or a scanned target. |
Link Names | if multi-prim | The prim to move. ALL LINKS moves the whole object. |
Type of Position | Yes | See the table below. |
Position Vector | Yes | Meters along X, Y, Z: <0, 0, 1>. |
Position types โ
| Type | What it does | Use for |
|---|---|---|
| World | Sets the position in region coordinates (<128, 128, 22>). | Rezzed objects with a known spot. |
| World Increment | Adds the vector to the current position. | Elevators, sliding doors, "move up 1 m" buttons. |
| Local | Sets the position relative to the root prim. | Placing a HUD panel precisely. |
| Local Increment | Adds to the current local position. | Sliding a HUD drawer open step by step. |
Notes โ
- 10-meter limit. Second Life moves an object at most 10 m per call. To go farther, use several World Increment actions or a Timer loop.
- The root prim of an attached object cannot be moved in world space; move HUD parts with Local types.
- Physical objects and objects on land where you have no rights will not move.
- With ALL LINKS, the whole object moves as one; each prim is not moved individually.
Example: a HUD that slides away โ
text
btn_hide โ Position: $THIS root, Local Increment, <0, -0.5, 0>
btn_show โ Position: $THIS root, Local Increment, <0, 0.5, 0>