How It Works β
Before clicking anything, it helps to know what talks to what. 1Click Maker has three pieces: a web panel, a few scripts inside your object, and the objects you want to control.
The three pieces β
1. The creation panel (your browser) β
Everything you configure lives here: buttons, functions, actions, events, targets, assets, variables. The panel saves your project in the cloud, so you can close the browser and come back later. Nothing is built in Second Life until you press Build.
2. The scripts inside your HUD β
| Script | Role | When you need it |
|---|---|---|
*BUILD | The bridge. It scans the HUD for the panel and receives what you build. | Only while you develop. Finish removes it. |
*FUNCTIONS | The engine. It runs every action when a button is clicked or an event fires. | Always. It stays in the finished product. |
[add-on] β¦ | Extras for specific features: events, PBR, timers, resizer, UI buttons, conditions, give items, color picker. | Only when you use that feature. |
See The Scripts for the full list.
3. Targets (other objects) β
A target is any object you want your HUD to control: a shirt, pants, a lamp, a chair. It carries the *TARGETS script, which listens for commands from the HUD on a private channel. Targets are optional: a HUD can also control itself (the target called $THIS).
What happens when you press Build β
The panel packs your project (functions, actions, events, variables) into small packets.
It sends them straight to the
*BUILDscript inside your HUD, over HTTP.*BUILDstores everything in the object's memory (linkset data) and hands it to*FUNCTIONS.*FUNCTIONSsays READY! in chat. Your HUD now behaves the way you configured it.
Build usually takes a few seconds. Larger projects take longer because they are sent in more packets.
Why the object must be on the ground
*BUILD only works while the object is rezzed. When the HUD is attached to your avatar it switches to test mode and ignores the panel. This protects you from a Second Life bug that can lose data stored in attached objects. Details in Important Recommendations.
What happens when you press Finish β
Finish is the last step, when your product is done:
- All assets (textures, sounds, materials, objects) are deleted from the HUD's Content. Animations stay, because Second Life can only play animations that are inside the object.
- The
*BUILDscript deletes itself. - Only
*FUNCTIONS, the add-ons you used, the animations, and the compiled behavior remain.
The result is a clean HUD: nobody can open it and copy your UUIDs, and it keeps working without the panel. Your project stays saved in the cloud, so you can reopen it at any time.
Using the Give Items action?
When the [add-on] - Give Items script is in the HUD, Finish keeps the inventory, because those items are the ones you deliver to customers. See Give Items.
The mental model in one sentence β
A button (or event) runs a function. A function is a list of actions. Actions change targets.
Everything in the panel is an arrangement of those four words. Once that clicks, the rest of these docs is just details.
Where next β
The Scripts Every script, what it does, and where to drop it.
Quickstart Build a working button in ten minutes.
The Panel A tour of every area of the creation panel.
Targets Control clothing and other objects from a HUD.