Demo Version โ
A demo is the same HUD pointing at a demo copy of the product, usually with a "DEMO" texture overlay or fewer options, and often self-deleting after a while. With CLONE and Bulk Edit it takes minutes.
1. Clone the project โ
Rez a copy of the finished HUD on the ground (keep the retail one safe).
Drag
*BUILDinto it, hold-click the HUD, choose CLONE. A new project, identical to the retail one, opens in the panel.Rename the HUD in-world to
โฆ DEMOso you never mix them up.
2. Create the demo target โ
Rez a copy of the garment, apply your DEMO overlay texture (or bake "DEMO" into the textures), and rename it
โฆ DEMO.Drop
*TARGETSin it and choose NEW. It gets its own channel, so the demo HUD cannot control retail items and vice versa.In the demo project, Targets โ Search for targets.
3. Bulk Edit โ
Targets โ Bulk Edit: current target = retail garment, new target = demo garment. Every action now points at the demo. Save, Build, test.
4. Trim the demo (optional) โ
Delete functions you do not want in the demo (the extra colors, the Give Items button). Add an Open URL to your store on a spare button.
5. Self-deleting demo (optional) โ
A demo that deletes itself when rezzed keeps people from keeping it around:
Rez event
โโ Message (Owner): "Demo items cannot be rezzed."
โโ Timer 2
โโ Delete ObjectFor a timed demo while worn, use Attach + Timer + Detach:
Attach event
โโ Message (Owner): "Demo: 10 minutes."
โโ Timer 600
โโ Message (Owner): "Demo time is over. Get the full version!"
โโ DetachWARNING
Add the Rez self-delete last and test with a copy: the Rez event fires when you rez the HUD to build it. See Delete Object.
6. Finish โ
Finish! the demo project separately from the retail one. Box the demo HUD with the demo garment.
Keeping retail and demo in sync โ
They are separate projects. When you improve the retail HUD, either repeat the changes in the demo project, or clone again and redo steps 3โ5 (a few minutes).