Get 1Click Maker

Memory โ€‹

Everything you build ends up inside Second Life scripts, and scripts have a hard limit of 64 KB. To keep your HUD from crashing, the panel measures your project in memory units and refuses to save past your plan's limit. The Script Memory bar in the left column shows where you are.

Limits โ€‹

PlanLimitIn practice
FREE5,100 unitsA texture HUD with around 25โ€“40 simple buttons
PRO60,000 unitsHundreds of functions; you rarely think about it

The panel allows a small tolerance (500 units) beyond the limit before it refuses to save. Each single function is capped at 1,200 units of actions.

What costs memory โ€‹

ItemCost
Every function (button, event or helper)30 units base
Every event30 units base
Every variable30 units
Every actionsee the table below
Message text+1 unit per character
Blinn-Phong advanced propertiesa few units per changed value
Assets, targets, groups, UI positions0

Cost of each action โ€‹

ActionCategoryPlanMemoryNotes
Give ItemsObject ControlPRO400
Open URLSound, Chat & AnimationPRO200
PBR CustomTextures & MaterialsFREE85
Blinn-PhongTextures & MaterialsFREE70Advanced properties add a few units for each changed value.
MessageSound, Chat & AnimationFREE70+1 unit per character of the message.
RotateMove & ResizeFREE50
PositionMove & ResizePRO50
Object SizeMove & ResizePRO50
ResizerMove & ResizePRO50
ColorColor & LightFREE40
Point of LightColor & LightPRO40
AnimationSound, Chat & AnimationPRO40
Object AnimationSound, Chat & AnimationPRO40
ConditionFlow & LogicFREE40
Material PBRTextures & MaterialsFREE30
PBR On/OffTextures & MaterialsPRO30
GlowColor & LightPRO30
Full BrightColor & LightPRO30
Activate FunctionFlow & LogicPRO30
Send CommandFlow & LogicPRO30
SoundSound, Chat & AnimationFREE25
TimerFlow & LogicPRO25
PBR Alpha ModeTextures & MaterialsPRO20
Ghost ObjectMove & ResizePRO20
DetachObject ControlPRO20
Delete ObjectObject ControlPRO20
Alpha ModeTextures & MaterialsPRO15
TransparencyColor & LightFREE15
Change VariableFlow & LogicFREE10

Reading the numbers โ€‹

A 20-button texture HUD, one Blinn-Phong action each:

text
20 functions ร— 30      =   600
20 Blinn-Phong ร— 70    = 1,400
Attach event (empty)   =    30
                         โ”€โ”€โ”€โ”€โ”€
                         2,030 units   โ†’ fits FREE (5,100)

The same HUD with a click sound and a message in every button:

text
20 ร— (30 + 70 + 25 + 70 + ~20 chars) โ‰ˆ 4,300 units   โ†’ close to the FREE limit

With a helper fx_click holding sound + message, called from each button:

text
helper: 30 + 25 + 70 + 20         =   145
20 ร— (30 + 70 + 30 [activate])    = 2,600
                                    โ”€โ”€โ”€โ”€โ”€
                                    2,745 units

How to save memory โ€‹

  1. Helper functions for anything repeated (Helper Functions).
  2. Short messages. Every character counts.
  3. ALL faces / ALL LINKS instead of several actions for individual faces, when the result is the same.
  4. Delete unused functions and events. An empty event still costs 30.
  5. Few variables. Each one is 30 units, and they are only needed for logic.
  6. Open URL is expensive (200). One link button is fine; twenty are not, on FREE.

Memory inside Second Life โ€‹

The panel's units are an estimate of the bytes the scripts will hold. The real scripts (*FUNCTIONS, *TARGETS, PBR Manager) run close to their 64 KB ceiling by design, which is why the limits exist. If you ever see a Stack-Heap Collision error from a 1Click script in-world, the object holds more than it can handle: reduce the project and build again, and tell us about it.