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The Second Life Viewer and simulators have a division of labor, keeping track of the data that makes Second Life run. The Viewer's job is to:
The simulator's job is to:
Limits are necessary for all of these components to work together. The list below outlines many of the Second Life numerical limits that affect your inworld experience. Some of these will likely change over time, so if you spot something incorrect/outdated, please take a moment to update it.
Important: The scope of this page is focused on Linden Lab's official Viewers, keeping in mind 3rd-party viewers may differ. Cite sources and provide substantiation for limits that aren't provided by Linden Lab. Also, unconfirmed speculation goes on this discussion page. Don't add data without a hard limit, and don't add obscure trivia that doesn't practically affect the general inworld experience. |
Limit affects | Lower limit | Upper limit | Comment | More coverage |
---|---|---|---|---|
Length of animation | n/a | 60.0 seconds | Limited by length or Size, whichever is reached first | n/a |
Size of Animation | n/a | 250k bytes | Limited by length or Size, whichever is reached first. Size is after conversion to SL internal animaton format, not BVH source which can be much larger. | n/a |
Distance an Animation Can Travel | n/a | 10 meters | n/a | n/a |
animation priority | 0 | 4, with custom tools 6 | n/a | Animation_Priority |
Number of unique joints per animation | n/a | 216 | n/a | n/a |
Number of simultaneous animations playing | n/a | 30 | n/a | n/a |
Limit affects | Lower limit | Upper limit | Comment | More coverage |
---|---|---|---|---|
Prim dimensions | <0.01, 0.01, 0.01> | <64.0, 64.0, 64.0> | Used to be <10.0, 10.0, 10.0> prior to Second Life Server version 11.08.17.238770 | llSetScale, PRIM_SIZE and Megaprim |
Number of prims in a linkset | n/a | 256 prims | Used to be 255 prior to Second Life Server version 1.26 | n/a |
Linking distance | n/a | Linkability_Rules | n/a | n/a |
Physics cost for a physical object | n/a | 32.0 | Additional notes:
| OBJECT_PHYSICS_COST |
Build or rez height | n/a | 4096.0 meters | 768.0 meters for Viewers prior to version 1.20 | n/a |
Prim name length | n/a | 63 bytes UTF-8 string | same limit for avatar names, although the character set for avatar names is significantly limited. | n/a |
Prim description length | n/a | 127 bytes UTF-8 string | n/a | n/a |
Temporary prims' lifetime | n/a | up to around 60 seconds | depends upon when the next garbage collector cycle is | n/a |
Number of temporary prims | n/a | RegionPrimLimit - NumberOfPrimsInRegion + Minimum(0.5*RegionPrimLimit, 1000) | n/a | n/a |
Length of hovertext | n/a | 254 bytes UTF-8 string | n/a | llSetText and PRIM_TEXT |
Limit affects | Lower limit | Upper limit | Comment | More coverage |
---|---|---|---|---|
Number of projectors rendered at full detail | n/a | 2 | Only the 2 projectors closest to an object will cause it to cast shadows. | Knowledge Base > Lighting > Projectors |
Limit affects | Lower limit | Upper limit | Comment | More coverage |
---|---|---|---|---|
Whisper distance | n/a | 10 meters | /whisper as the first few characters in a message can be used in viewer-2-code based viewers in local chat. | n/a |
Chat distance | n/a | 20 meters | text spoken as a 'chat' step within gestures cannot be shouted or whispered. /whisper and /shout can be used in the 'Replace with' field. | n/a |
Shout distance | n/a | 100 meters | /shout as the first few characters in a message can be used in viewer-2-code based viewers in local chat. | n/a |
Length of a chat message and whether or not it is truncated | 1 byte or single-byte character | 1024 bytes or single-byte characters | Limit does not apply to instant messages via llInstantMessage and communication between IM and email, the limit there is 1023 bytes or single-byte characters. The viewer-to-server communication on negative channels is truncated to 254 bytes, and on positive channels, to 1023 bytes. These limits do not affect communication between scripts. | llInstantMessage |
Maximum events | n/a | 64 events | Events are stored in a 64 bit bitmap. Events happening when the bitmap is full, will get discarded. | n/a |
Number of offline messages | n/a | Capped at 15 messages, unless the account has a Premium Subscription, in which case the cap raises to 80 messages. | Number of offline messages (involving IMs, inventory offers, group notices, group invitations) received before messages get capped. Note: If autoAcceptNewInventory (debug setting) is set to TRUE (the default is FALSE), then all inventory offers, even above 15 (or 80 in the case of Premium members), go directly to inventory and do not count against the cap on offline messages. | IM - Blog Post |
Length of a properly delivered email reply to an IM | n/a | 1023 bytes or single-byte characters | n/a | n/a |
Time after which a reply to an IM can be sent via email. | when receiving the IM via email. | 5 days after receiving the offline IM via email. | n/a | Second Life Blogs |
Time period for which IMs are stored within Second Life. | n/a | 31 days after receiving the IM | Torley Linden confirmed this with Kelly Linden | n/a |
Number of IMs sent by an object within an hour | n/a | 5000 per hour | n/a | n/a |
Limit affects | Lower limit | Upper limit | Comment | More coverage |
---|---|---|---|---|
Shortcut key mappings | n/a | 33 unique combinations, since F2–F12 can be used with the Ctrl or Shift ⇧ modifiers. | n/a | All_keyboard_shortcut_keys and the knowledge base |
Chat step length | n/a | 127 bytes or single-byte characters | n/a | n/a |
Wait time | n/a | 3600 seconds (which is one hour) | n/a | n/a |
Maximum steps data | n/a | 1000 bytes of packed data; saving with more data returns the message 'Gesture save failed. This gesture has too many steps. Try removing some steps, then save again.' Shorter text, for example, will allow more steps. | n/a | n/a |
Length of included assets | n/a | see sections for animation, sound | n/a | n/a |
Limit affects | Lower limit | Upper limit | Comment | More coverage |
---|---|---|---|---|
Number of vertices | n/a | 65536 vertices per LOD for each mesh - See discussion page | n/a | n/a |
COLLADA file size | n/a | Maximum mesh asset size after compression is 8 MB, roughly equivalent to a 256 MB Raw COLLADA file. | n/a | n/a |
Bone influence weights per vertex | n/a | 4 | n/a | n/a |
Number of materials per mesh | n/a | 8 | n/a | n/a |
Number of materials per face | n/a | 1 | n/a | n/a |
Physics weight for a vehicle | n/a | 32.0 | n/a | n/a |
Maximum number of triangles for Animesh | n/a | 10000 | n/a | n/a |
Because of an apparent bug in the importer stay within these limits.
Each 7-bit ASCII character is encoded in one byte. International characters might need more bytes. When pasting text instead of typing, you can get in one byte more into each of the below.
Limit affects | Lower limit | Upper limit | Comment | More coverage |
---|---|---|---|---|
Sound length | n/a | 10.00000 seconds (441,000 samples) | 441,001 samples (10.00002 seconds) won't work. You're advised to cut longer sounds into 9.9-second-pieces. | n/a |
(official Viewer up to 1.23.5, still used by some Third Party Viewers)
In general 1 byte is enough to contain one character.
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