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:
Category | Icon | Description | Actions Count |
---|---|---|---|
🎨 Basic Materials | 🖼️ | Fundamental material properties | 6 actions |
✨ Basic Effects | ⭐ | Visual effects and lighting | 8 actions |
🔧 Basic Surface | 🔨 | Surface properties and textures | 6 actions |
💎 PBR Complete | 💍 | Complete PBR material systems | 6 actions |
🎯 PBR Channels | 🔧 | Individual PBR material channels | 10 actions |
🌊 PBR Transparency | 🌊 | Advanced transparency controls | 2 actions |
💡 Lighting System | 💡 | Light sources and illumination | 2 actions |
📏 Object Transform | 📐 | Size, rotation, and positioning | 5 actions |
🔗 Actions | ⚙️ | External actions and interactions | 1 action |
📦 Action Grouping | 📋 | Multiple action combinations | 2 actions |
📦 PBR Grouping | 🎭 | Multiple PBR action combinations | 2 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:
- Select "Group Actions" from action dropdown
- Click "Add Action" to add individual actions
- Configure each action with its own parameters
- Set target links and faces for each action
- 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:
- SET_TEXTURE: Apply wood texture
- SET_COLOR: Apply brown tint
- 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:
- Receptor Objects - Understanding target objects
- Advanced Techniques - Complex configurations
- Button Configuration - Return to button setup
- Dashboard Overview - Return to dashboard basics
Need specific help with an action? Visit our Contact Support page.