hippoSYNC User Guide

Welcome to hippoSYNC, a clever tool that enables you to “synchronize” multiple prims. Change the texture, size, shape, colour -- or any other parameters of a prim — and have those changes rapidly replicated across other prims you’ve chosen to synchronize it with in the same sim. As well as this clever, trick, hippoSYNC can also ...

  • Maintain different synchronization “networks”, so you can choose which prims synchronize with each other.

  • Define “master” and “slave” prims so that only master prims transmit their changes to others.

  • Work with single or multi-prim linked objects.

  • Easy to setup. Just add the supplied script to each prim you want to connect and you’re away!

There are loads of potential uses: anything from a building tool to a noticeboard updater ... the only limit to the application is your imagination!

This User Guide consists of five sections ...

1. Getting started: Connecting two prims

2. Menu commands

3. Running different networks of prims

4. Master and slave prims

5. Using hippoSYNC with multi-part objects

1. Getting started: Connecting two prims

Here’s a quick set of steps so you can see the basic idea of what hippoSYNC can do ....

  1. Rez a prim.

  2. In your hippoSYNC folder you’ll find a script called “.object_sync”. Add it to the inventory of the prim (either by right clicking the prim, choosing “Edit”, then finding the “Contents” tab and dragging the script there; or by CTRL dragging the script to the prim (after which you“ll need to use the “Set Scripts to Running in Selection” option from the SL tools menu). Check you’ve added the script correctly by clicking the prim -- you should get a blue dialog menu appearing at the top-right of your SL window.

  3. Whilst in edit mode, with the prim selected, hold down SHIFT and drag the prim to copy it, so you have two prims side by side.

  4. Now edit the shape, colour, texture, size ... any aspect you like ... of the first prim.

  5. Click the first prim and choose “Sync Now” from the menu that appears. After a few seconds, the second prim will change so it matches the changes you made to the first.

Voila! Read on to discover all the other tricks hippoSYNC has up its sleeve.

Some caveats to be aware of ...

  • hippoSYNC won’t synchronize movements or rotations.

  • hippoSYNC can only work with objects for which you have full permissions.

  • It can only synchronize textures for which you have full permissions.

  • The speed of synchronization is dependent upon the speed of the sim. On OpenSpace sims, it can take up to 10 or 15 seconds.

  • Prims can only be synced within a region.

2. Menu commands

You will have noted when you clicked a prim with the hippoSYNC script in it, the menu that appeared contained several interesting buttons. Here’s what they all do ...

SYNC NOW -> you used this in step 1e above. It tells the prim to transmit its appearance to any other prims it is set to synchronize with.

SYNC ALL -> if using different networks of prims (see section 3 below), this tells the prim to ignore networks and synchronize itself with every one of your prims in the sim with a hippoSYNC script in it. (Master/slave prim status is respected though, see section 4 below).

DELETE -> leads to a sub-menu offering the ability to delete just this one prim, every other prim in this network, or every other hippoSYNC prim of yours in the region. (Note that master prims will not be deleted).

3. Running different networks of prims

hippoSYNC can run different networks of prims. For example, you might want all the pictures on one floor of your house to synchronize with each other, but not with the prim doormats you have downstairs. Easy. Simply add *any* text to the description field of each prim (to find the description, right click the prim and choose “Edit” ... you’ll find it under the General tab). So for example, if you make a prim’s description “network 1”, it will only synchronize with other prims which have the exact same text as their description. Easy, huh?

Note: if you want to tell a prim to send its data to *every* hippoSYNCed prim of yours in the sim, ignoring the networking setting, simply use the “Sync All” menu button. That will ignore the prim descriptions and tell every other prim (except masters) to sync.

4. Master and slave prims

hippoSYNC also lets you define “master” and “slave” prims. Simply add the word “master” or “slave” anywhere in a prim’s name (not its description, that’s used for networking, see section 3 above). So for example, you might have “Welcome Sign (Master)” and “Welcome Sign (Slave)” prims ... Once that’s done you’ll find that ...

  • Master prims won’t respond to synchronization requests: you can only change how they look manually, the usual Second Life way.

  • Slave prims won’t send their synchronization data out (in fact, there are no “Sync” menu commands when you touch a slave prim).

5. Using hippoSYNC with multi-part objects

hippoSYNC works happily with multi-part objects, those consisting of multiple linked prims. You will need to add the “.object_sync” script to each linked prim (use the “Edit Linked Parts” option in the Second Life edit window). Some things to note ...

  • Relative movements and rotations are tracked. So if you move or rotate a prim in the linkset, that change will get synchronized.

  • hippoSYNC will edit each sub-prim so its description matches the description of the root prim (so networking works).

  • Be careful that any object you’re syncing with has the same number of prims (and linked in the same order), or you may get some wonderfully surreal effects!

  • Don’t add the word “master” to the name of a sub prim, or that sub prim won’t get synchronized.

  • The higher the number of prims, the more the chance that occasionally a sub-prim may not sync properly due to SL lag. Experiment to find what works well on your sim, given the type of sim (regular, OpenSpace) and the lag.

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