Extending the range for linked objects and being able to create linked object groups
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nathkyo Resident
So I think it would be cool if objects could be linked at a greater distance. And also create groups so that way people that make things like trains or large
Houses can keep them all linked together.
And unlinking groups of objects, instead of just individual one.
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Samson Rowley
being able to link longer builds would be so much help also if they updared there server that would not only help but would add better as well
Holocluck Henly
We had linked groups in vrml back in the old Cybertown days. It's nothing new and it's about time.
steph Arnott
The limit was set due to stability of the server, greater distance caused the server to lag the area and even crash needing a reset. LL spent months testing, they did not just invent a distance for the fun of it.
AlettaMondragon Resident
Technically it would be great, especially a sub-link structure. Extending the linking distance can cause more problems, large mesh objects can already bypass the limit, reach to places where they shouldn't, and when linked with convex hull physics shapes, they often create random, distorted, invisible obstacle around, in-between and even far away from the links, so extending their range might increase these risks too.
Raevyn Hawks
I strongly agree with this request. Extending link range and introducing linked object groups would have real, practical benefits across multiple communities—not just for large houses or trains, but for any large-scale environment that needs to function as one cohesive build.
In the motorcycle community, for example, I own and manage a full sim with 18 separate track “boxes,” each at least 256m x 128m, all filled with continuous track layouts, terrain work, and environmental decor. Right now, each section has to be managed independently because of link distance limits. If those boxes could be linked as a single functional object—and then organized into higher-level groups—it would dramatically improve stability, consistency, and workflow.
This would also benefit:
• Motorcycle and car clubs running multi-track race environments
• Event venues hosting rotating groups and modular layouts
• Roleplay communities with large contiguous regions
• Builders creating modular cities, estates, and infrastructure
• Content creators who sell large environment kits that currently must be split into disconnected pieces
Being able to link at greater distances would reduce the need for fragile workarounds and make complex environments easier to maintain, move, and update. The ability to group linked objects would add another layer of control—allowing creators to manage entire systems instead of hundreds of individual components.
Unlinking at the group level would be just as valuable. Builders could iterate faster, swap modules cleanly, and troubleshoot without dismantling everything piece by piece.
This kind of change wouldn’t just be a convenience feature—it would materially improve how large-scale content is built, maintained, and shared across Second Life.
SL Feedback
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SL Feedback
Hello, and thank you for your feature request regarding extending the range for linked objects and creating linked object groups. This idea has been brought up before by another resident, and we are merging your comments with the previous request to help us address it more efficiently. The original post was found in Second Life's previous bug tracking system (BUG-233302), and we will be setting it to tracked. While we don't have an estimate on when this might be implemented, please keep an eye on future updates. We appreciate your input and hope you continue to share your ideas to help improve Second Life. Thank you!