✨ Feature Requests

  • Search existing ideas before submitting- Use support.secondlife.com for customer support issues- Keep posts on-topicThank you for your ideas!
Reselect Previous Object Selection
When a user has selected multiple objects and accidentally deselects them, provide a command and/or keyboard shortcut to restore the immediately previous selection. The viewer could retain the UUIDs of the previous selection until a new selection is made. Why this would be useful: A lot of the time, when moving store content around or building, it is very easy to lose your selection of objects. You can then spend quite a bit of time having to manually re-select everything. It can also happen when moving parts of a build. Sometimes, due to lag, moving something too quickly, or other unexpected behavior, the entire selection can become deselected. If you were working with a large number of objects, you then have to go back and find and select everything again. A “Reselect Previous Selection” option would make building, organizing, and moving content significantly faster and less frustrating. I know you can drag a selection box around objects to select multiple items more quickly, but this isn't always practical. On regions with dense builds, dragging a selection box can select all kinds of unrelated objects. You then have to manually deselect the things you don't want and reselect anything that was missed. Having the ability to simply restore the previous selection would avoid all of this. For example: Select 30 objects > accidentally deselect > press a keyboard shortcut > the same 30 objects are selected again. Even keeping the last 3 selections in a small selection history would be extremely useful for builders, content creators, and residents. Thanks
6
·
Content Creation
Separate Offline Message Limits for Instant Messages and Group Notices
Currently, there is a single cap that applies to both private instant messages and group notices received while offline. This can create a significant problem for users who belong to many groups, especially when those groups send a large number of notices. Because both types of messages count toward the same limit, group notices can quickly fill the offline message queue. When we log back in, we may receive a large number of group notices until the delivery limit is reached, with no way of knowing whether important private instant messages were prevented from being delivered. In some cases, we don't find out that someone sent us an offline message until hours later, when that person asks why we never responded. I'd like to propose separate offline delivery limits for private instant messages and group notices. For example, as a Premium Plus member, my current limit is 240 messages total. Because I receive a lot of group notices, I frequently hit that limit while offline. I've had people become upset with me for not responding to messages that I never actually received because the cap had already been reached. Under this proposal, instead of having a single limit of 240 messages for everything, Premium Plus members could receive up to 240 offline instant messages and up to 240 offline group notices separately. Users on other membership tiers could retain their existing limits, but those limits would also be separated between instant messages and group notices. Separating these limits would greatly reduce the chances of important personal messages being lost simply because a user's offline queue was filled with group notices.
5
·
Communication
·
tracked
Second Life Needs a Future
I’m really concerned about the future of Second Life. It has gotten to the point where, for me, there’s less and less reason to even log in anymore. There are still a lot of long-time users who resist major changes, but at the same time Second Life isn’t really providing what younger generations are looking for, especially when it comes to VR and more modern social experiences. The existing population is getting older, and Second Life itself is becoming too expensive and too outdated to easily attract the younger users it needs for the future. I don’t want to see Second Life disappear. I’ve been part of it for a long time. That’s exactly why I think it needs to seriously look at where the next generation of users is going to come from instead of only trying to preserve what worked in the past. Second Life needs to stop only asking its current users what they want and start asking what younger generations actually need. The people already here are important, but if every decision is based only on keeping long-time users comfortable, the platform is never going to move forward. They need to be asking younger people what would make them want to join, what kind of VR experience they expect, what feels too complicated, what costs too much, and what makes other platforms more appealing to them. Second Life can’t build its future by only listening to the people who are already here. Even some of the newer technology Linden Lab is adding already feels old compared to what younger users are used to today. That’s part of the problem. Second Life isn’t just competing with its own past anymore. It’s competing with modern games, social platforms, VR, and much newer technology. Game creation tools inside Second Life should have been a major feature a decade ago. Adding them now is better than nothing, but it shows how far behind the platform has fallen compared to what newer generations already expect from modern games and virtual worlds. Proper VR support. This is probably the most obvious one. For something that calls itself a virtual world, not having strong modern VR support is a huge hole. Modern game creation tools. Linden Lab needs to go far beyond simply adding Lua or improving old scripting systems. Second Life needs modern world and game creation tools closer to what creators have with VRChat, where people can build interactive environments, game mechanics, custom systems, physics-based interactions, and much more advanced experiences without constantly fighting against decades-old limitations. Creators should feel like they are building a modern virtual world, not trying to force modern ideas through an old platform. A much easier new-user experience. Second Life still throws people into a very complicated world of viewers, inventories, attachments, permissions, land, scripts, body parts, HUDs and viewers. Younger users are used to downloading something and understanding the basics within minutes. Modern avatar creation. A new user should be able to make a good looking avatar from one screen without learning about bodies, heads, skins, BOM, alpha layers, appliers, deformers and a dozen different stores. Better movement and animation. Movement still often feels like a virtual world from another era rather than a modern game. Better physics. Vehicles, character interaction, climbing, grabbing, throwing, environmental interaction and object physics could all feel much more natural. Better social discovery. Discord, Roblox, Fortnite and VRChat make it relatively easy to find communities and activities. Second Life still relies heavily on destination listings, groups, word of mouth and knowing where to look. Even Linden Lab's current site still emphasizes destinations and communities in a fairly traditional directory style. Better event discovery. Open the app and show me what is happening right now, where my friends are going, what is trending, what games are active and what communities match my interests. Better creator collaboration. Multiple creators should be able to work together on a world or game with modern permissions, version control and collaborative tools. Better streaming and content creator support. Built-in camera tools, spectator modes, cleaner OBS integration, vertical-video options, replay systems and creator-friendly controls would help Second Life appear on YouTube, TikTok and Twitch. Modern voice and spatial audio. Voice should feel like a first class social feature, not something added onto the side. Linden Lab has been fixing WebRTC issues and recently added Windows Voice Clarity support, but that is still incremental improvement rather than a complete rethink. Better performance. A modern high-end computer should not struggle simply because a crowded region has badly optimized avatars and scripts. Linden Lab is still working on avatar complexity and UI performance, which shows this remains an active issue. Better mobile integration. The mobile beta is important and currently supports chat, destinations, movement, outfits and notifications, but younger users increasingly expect the mobile version to feel like the real platform, not merely a companion experience. Lower barriers to owning space. Land is one of Second Life's greatest strengths, but the pricing and complexity can make owning a meaningful space feel like something for established adults rather than teenagers or people in their early twenties. More reasons to log in. This may actually be the biggest one. There should constantly be something happening: games, seasonal content, community challenges, events, achievements, creator launches, competitions and things friends can do together. Second Life has something incredibly valuable that very few platforms have ever managed to create: a world largely built by its own users. But that alone will not protect it forever. Linden Lab needs to start asking a much bigger question: What would make a 20 year old who has never used Second Life choose it today?
15
·
Content Creation
Load More