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Action Types Reference

Complete guide to all available actions in HUD Web Creator, with detailed parameters and use cases.

[Suggested Image: Action selection dropdown showing all categories and actions organized]


Action Categories Overview

HUD Web Creator provides 40+ different actions organized into logical categories for easy navigation:

CategoryIconDescriptionActions Count
🎨 Basic Materials🖼️Fundamental material properties6 actions
✨ Basic EffectsVisual effects and lighting8 actions
🔧 Basic Surface🔨Surface properties and textures6 actions
💎 PBR Complete💍Complete PBR material systems6 actions
🎯 PBR Channels🔧Individual PBR material channels10 actions
🌊 PBR Transparency🌊Advanced transparency controls2 actions
💡 Lighting System💡Light sources and illumination2 actions
📏 Object Transform📐Size, rotation, and positioning5 actions
🔗 Actions⚙️External actions and interactions1 action
📦 Action Grouping📋Multiple action combinations2 actions
📦 PBR Grouping🎭Multiple PBR action combinations2 actions

[Suggested Image: Category overview with icons and action counts]


🎨 Basic Materials

Essential material properties for everyday use.

SET_TEXTURE

Apply a texture to object surfaces.

Parameters:

  • Texture UUID (required): 36-character texture identifier
  • Target Link: Which object parts to affect
  • Target Face: Which faces to texture

Use Cases:

  • Apply wood, metal, or fabric textures
  • Set branding or logo textures
  • Change object appearance completely

Example:

UUID: 00000000-0000-0000-0000-000000000000
Link: All Links
Face: All Faces

[Suggested Image: Texture configuration interface with UUID input field]

CLEAR_TEXTURE

Remove textures and return to default appearance.

Parameters:

  • Target Link: Which object parts to affect
  • Target Face: Which faces to clear

Use Cases:

  • Reset to plain white appearance
  • Remove unwanted textures
  • Prepare for new texture application

SET_COLOR

Change the color/tint of objects.

Parameters:

  • Color RGB (required): Red, Green, Blue values (0.0 to 1.0)
  • Target Link: Which object parts to affect
  • Target Face: Which faces to color

Color Examples:

  • Red: (1.0, 0.0, 0.0)
  • Green: (0.0, 1.0, 0.0)
  • Blue: (0.0, 0.0, 1.0)
  • Yellow: (1.0, 1.0, 0.0)
  • Purple: (0.5, 0.0, 1.0)

[Suggested Image: Color picker interface showing RGB sliders and color preview]

CLEAR_COLOR

Reset objects to white/default color.

Parameters:

  • Target Link: Which object parts to affect
  • Target Face: Which faces to reset

SET_TRANSPARENCY

Make objects see-through.

Parameters:

  • Alpha Level (required): Transparency amount (0.0 = invisible, 1.0 = opaque)
  • Target Link: Which object parts to affect
  • Target Face: Which faces to make transparent

Common Values:

  • 0.0: Completely invisible
  • 0.3: Highly transparent
  • 0.5: Semi-transparent
  • 0.8: Slightly transparent
  • 1.0: Completely opaque

[Suggested Image: Transparency slider showing alpha values and visual preview]

CLEAR_TRANSPARENCY

Return objects to fully opaque.

Parameters:

  • Target Link: Which object parts to affect
  • Target Face: Which faces to reset

✨ Basic Effects

Visual effects to enhance object appearance.

SET_GLOW

Make objects emit light and appear to glow.

Parameters:

  • Glow Level (required): Intensity of glow (0.0 to 1.0)
  • Target Link: Which object parts to affect
  • Target Face: Which faces to make glow

Glow Levels:

  • 0.1: Subtle glow
  • 0.2: Gentle glow
  • 0.5: Moderate glow
  • 1.0: Maximum glow

[Suggested Image: Glow intensity slider with visual examples of different glow levels]

CLEAR_GLOW

Remove glow effect and return to normal appearance.

SET_FULLBRIGHT

Make objects ignore environmental lighting.

Parameters:

  • Target Link: Which object parts to affect
  • Target Face: Which faces to make fullbright

Use Cases:

  • Create always-visible text or signs
  • Ensure consistent appearance in dark areas
  • Simulate self-illuminating objects

CLEAR_FULLBRIGHT

Return objects to normal lighting behavior.

SET_SHININESS

Add reflective properties to objects.

Parameters:

  • Shininess Level (required): Reflection intensity
  • Target Link: Which object parts to affect
  • Target Face: Which faces to make shiny

Shininess Options:

  • None: No reflection
  • Low: Subtle reflection
  • Medium: Moderate reflection
  • High: Mirror-like reflection

[Suggested Image: Shininess options showing different reflection levels]

CLEAR_SHININESS

Remove reflective properties.

SET_BUMPINESS

Add surface texture detail using bump mapping.

Parameters:

  • Bump Type (required): Type of bump texture
  • Target Link: Which object parts to affect
  • Target Face: Which faces to add bumpiness

CLEAR_BUMPINESS

Remove bump mapping effects.


🔧 Basic Surface

Traditional surface properties and normal mapping.

SET_NORMAL

Apply traditional normal maps for surface detail.

Parameters:

  • Normal Map UUID (required): Normal map texture identifier
  • Target Link: Which object parts to affect
  • Target Face: Which faces to apply normal mapping

Use Cases:

  • Add surface detail without geometry
  • Create realistic brick, stone, or fabric appearance
  • Enhance lighting interaction

[Suggested Image: Normal map configuration showing before/after comparison]

CLEAR_NORMAL

Remove normal mapping effects.

SET_SPECULAR

Configure specular mapping for realistic highlights.

Parameters:

  • Specular Map UUID (required): Specular texture identifier
  • Shininess: Control reflection intensity
  • Environment: Environment map intensity

RESET_SPECULAR

Reset specular properties to defaults.


💎 PBR Complete

Complete physically-based rendering material systems.

SET_PBR_COMPLETE

Apply complete PBR material assets from Second Life's material library.

Parameters:

  • Material UUID (required): PBR material asset identifier
  • Target Link: Which object parts to affect
  • Target Face: Which faces to apply material

What it includes:

  • Base color (albedo)
  • Normal mapping
  • Metallic/roughness properties
  • Emissive properties
  • All settings in one asset

[Suggested Image: PBR Complete material application showing dramatic before/after]

CLEAR_PBR_COMPLETE

Remove complete PBR material and return to basic rendering.

SET_GLTF_MODE

Apply GLTF material definitions for advanced rendering.

Parameters:

  • GLTF Material UUID (required): GLTF material identifier
  • Target Link: Which object parts to affect
  • Target Face: Which faces to apply material

CLEAR_GLTF_MODE

Remove GLTF material properties.

SET_REFLECTION_PROBE

Configure reflection probes for environmental reflections.

Parameters:

  • Enabled (required): Turn probe on/off
  • Ambiance (0.0 to 1.0): Reflection intensity
  • Clip Distance: Reflection distance limit
  • Shape: Box or Sphere probe shape
  • Dynamic: Update reflections in real-time
  • Mirror: Perfect mirror reflections

[Suggested Image: Reflection probe configuration showing shape and ambiance settings]

CLEAR_REFLECTION_PROBE

Remove reflection probe effects.


🎯 PBR Channels

Individual PBR material channel control for fine-tuning.

SET_PBR_BASE_COLOR

Configure the base color (albedo) channel of PBR materials.

Parameters:

  • Texture UUID (optional): Base color texture
  • Tint Color (required): RGB color values
  • Repeats: Texture tiling (X, Y)
  • Offsets: Texture positioning (X, Y)
  • Rotation: Texture rotation in degrees
  • Alpha: Transparency level
  • Alpha Mode: Transparency blending mode
  • Alpha Cutoff: Transparency threshold for mask mode
  • Double Sided: Render both sides of faces

[Suggested Image: PBR Base Color configuration showing all parameter inputs]

CLEAR_PBR_BASE_COLOR

Remove base color channel settings.

SET_PBR_NORMAL

Apply normal mapping for surface detail in PBR rendering.

Parameters:

  • Normal Map UUID (required): Normal texture identifier
  • Repeats: Texture tiling (X, Y)
  • Offsets: Texture positioning (X, Y)
  • Rotation: Texture rotation in degrees

CLEAR_PBR_NORMAL

Remove PBR normal mapping.

SET_PBR_METALLIC

Configure metallic and roughness properties.

Parameters:

  • Metallic/Roughness UUID (optional): ORM texture (Occlusion, Roughness, Metallic)
  • Repeats: Texture tiling (X, Y)
  • Offsets: Texture positioning (X, Y)
  • Rotation: Texture rotation in degrees
  • Metallic Factor (0.0 to 1.0): How metallic the surface appears
  • Roughness Factor (0.0 to 1.0): How rough/smooth the surface is

Material Types:

  • Metallic Factor 1.0, Roughness 0.1: Polished metal
  • Metallic Factor 0.0, Roughness 0.9: Rough fabric
  • Metallic Factor 0.0, Roughness 0.1: Smooth plastic

[Suggested Image: Metallic/Roughness configuration with material type examples]

CLEAR_PBR_METALLIC

Remove metallic and roughness properties.

SET_PBR_EMISSIVE

Add emissive (self-illuminating) properties to materials.

Parameters:

  • Emissive Texture UUID (optional): Emissive pattern texture
  • Emissive Color (required): RGB color of emitted light
  • Emissive Intensity (required): Brightness of emission (0.0 to 100.0)

Common Uses:

  • Glowing screens or displays
  • LED strip lighting
  • Neon signs and decorations
  • Self-illuminating details

[Suggested Image: Emissive configuration showing glowing effects with different intensities]

CLEAR_EMISSIVE

Remove emissive properties.


🌊 PBR Transparency

Advanced transparency and blending controls.

SET_ALPHA_BLEND

Configure advanced transparency blending modes.

Parameters:

  • Alpha Mode (required): Blending mode (Opaque, Mask, Blend)
  • Base Color (required): RGBA color with alpha channel
  • Texture UUID (optional): Texture with alpha channel
  • Alpha Cutoff (0.0 to 1.0): Threshold for mask mode

Alpha Modes:

  • Opaque: No transparency (default)
  • Mask: Binary transparency (visible or invisible)
  • Blend: Smooth transparency blending

[Suggested Image: Alpha blend modes showing different transparency types]

CLEAR_ALPHA_BLEND

Remove advanced transparency and return to opaque rendering.


💡 Lighting System

Light source control and illumination effects.

SET_POINT_LIGHT

Create point light sources that illuminate surrounding objects.

Parameters:

  • Enabled (required): Turn light on/off
  • Linear Color (required): RGB color of emitted light
  • Intensity (required): Light brightness (0.0 to 100.0)
  • Radius (required): Light reach distance (1.0 to 20.0 meters)
  • Falloff (required): Light falloff rate (0.0 to 2.0)

Important Notes:

  • ⚠️ Point lights only work on the specific link where they're applied
  • Cannot use "All Links" - must target individual links
  • Light affects other objects within radius
  • Performance impact: use sparingly

[Suggested Image: Point light configuration showing radius and color settings]

CLEAR_POINT_LIGHT

Remove point light source.


📏 Object Transform

Size, rotation, and positioning controls.

INCREASE_SIZE

Make objects larger by specified amounts.

Parameters:

  • Scale X (required): Size increase on X-axis (default: 0.1)
  • Scale Y (required): Size increase on Y-axis (default: 0.1)
  • Scale Z (required): Size increase on Z-axis (default: 0.1)
  • Uniform Scaling: Apply same scale to all dimensions

Example Values:

  • 0.1: Increase by 10%
  • 0.5: Increase by 50%
  • 1.0: Double the size

[Suggested Image: Size increase configuration with scale factor inputs]

DECREASE_SIZE

Make objects smaller by specified amounts.

Parameters:

  • Scale X, Y, Z (required): Size decrease factors
  • Uniform Scaling: Apply same scale to all dimensions

SET_ROTATION

Set objects to specific rotation angles.

Parameters:

  • Rotation X (required): Rotation around X-axis (degrees)
  • Rotation Y (required): Rotation around Y-axis (degrees)
  • Rotation Z (required): Rotation around Z-axis (degrees)
  • Local Rotation: Use local vs. global coordinate system

Rotation Examples:

  • (0, 0, 90): 90-degree turn around Z-axis
  • (45, 0, 0): 45-degree tilt around X-axis
  • (0, 180, 0): 180-degree turn around Y-axis

[Suggested Image: Rotation configuration with angle inputs and coordinate system diagram]

SET_ADVANCED_ROTATION

Configure continuous rotation effects.

Parameters:

  • Directions (required): Rotation axes (X+, X-, Y+, Y-, Z+, Z-)
  • Speed (required): Rotation speed in degrees per second
  • Continuous (required): Whether rotation continues indefinitely
  • Total Rotations: Number of rotations if not continuous

SET_STOP_ROTATION

Stop all rotation effects on the object.


🔗 Actions

External actions and special interactions.

OPEN_URL

Launch web pages or external links when button is clicked.

Parameters:

  • URL (required): Web address to open (must include http:// or https://)
  • Target Link: Which button link triggers the action

Use Cases:

  • Link to product information pages
  • Open social media profiles
  • Launch external applications
  • Provide additional resources

URL Examples:

  • https://www.example.com
  • https://marketplace.secondlife.com/
  • https://www.youtube.com/watch?v=...

[Suggested Image: URL configuration with text input and example URLs]


📦 Action Grouping

Combine multiple actions for complex effects.

GROUP_ACTIONS

Execute multiple actions simultaneously with one button click.

Configuration Process:

  1. Select "Group Actions" from action dropdown
  2. Click "Add Action" to add individual actions
  3. Configure each action with its own parameters
  4. Set target links and faces for each action
  5. Arrange execution order if needed

Use Cases:

  • Material Switcher: Change texture + color + glow simultaneously
  • Scene Setter: Adjust lighting + transparency + size together
  • Style Presets: Apply complete appearance packages

Example Group:

  1. SET_TEXTURE: Apply wood texture
  2. SET_COLOR: Apply brown tint
  3. SET_GLOW: Add subtle glow (0.1)

[Suggested Image: Group actions interface showing multiple actions in a stack]

CLEAR_GROUP_ACTIONS

Remove all actions from a group configuration.


📦 PBR Grouping

Advanced PBR action combinations.

PBR_GROUP_ACTIONS

Execute multiple PBR actions together for complex material effects.

Typical Combinations:

  • Complete Material: Base color + Normal + Metallic + Emissive
  • Surface Treatment: Normal mapping + Roughness adjustment
  • Lighting Effects: Emissive + Reflection probe settings

CLEAR_PBR_GROUP_ACTIONS

Remove all PBR actions from a group configuration.


Parameter Guidelines

Texture UUIDs

  • Format: 36 characters with hyphens (xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx)
  • Source: Copy from Second Life inventory
  • Validation: System checks format automatically
  • Permissions: Ensure texture is copy/transfer enabled

Color Values

  • Range: 0.0 to 1.0 for each RGB component
  • Format: Decimal numbers (0.5, not 50%)
  • Examples: Pure red (1.0, 0.0, 0.0), Gray (0.5, 0.5, 0.5)

Numeric Ranges

  • Intensity values: Usually 0.0 to 1.0 or 0.0 to 100.0
  • Scale factors: Positive numbers (0.1 = 10% increase)
  • Angles: 0 to 360 degrees
  • Distances: Meters in Second Life units

[Suggested Image: Parameter input examples showing proper formats and values]


Best Practices

🎯 Action Selection

  • Start simple: Begin with basic materials before advanced PBR
  • Test incrementally: Configure one action at a time
  • Group related: Combine related effects in group actions

⚡ Performance Optimization

  • Minimize point lights: Use sparingly due to performance impact
  • Optimize textures: Use appropriate resolution textures
  • Efficient targeting: Use "All Links" when affecting entire objects

🔄 User Experience

  • Logical flow: Arrange buttons in intuitive order
  • Clear naming: Use descriptive action names
  • Consistent results: Test all actions thoroughly

🛠️ Troubleshooting

  • Check UUIDs: Ensure texture identifiers are valid
  • Verify permissions: Confirm access to referenced assets
  • Test targets: Make sure link/face selections are correct

Next Steps

Continue your HUD configuration journey:

  1. Receptor Objects - Understanding target objects
  2. Advanced Techniques - Complex configurations
  3. Button Configuration - Return to button setup
  4. Dashboard Overview - Return to dashboard basics

Need specific help with an action? Visit our Contact Support page.