
Meeting Purpose
- The Mobile User Group provides a platform to share insights on recent mobile updates and upcoming features, and to receive feedback directly from users.
- These meetings are conducted (as a rule):
- The last Thursday of every month at 12:00 noon SLT.
- In Voice and text.
- At Campwich Forest.
- Meetings are open to anyone with a concern / interest in the above topics, and form one of a series of regular / semi-regular User Group meetings conducted by Linden Lab.
- Dates and times of all current meetings can be found on the Second Life Public Calendar, and descriptions of meetings are defined on the SL wiki.
Core Mobile Team
The following are core (but not necessarily the only) members of the Mobile App team:
- Bridie Linden; project manager.
- Radix Linden: Mobile engineering manager. A new Linden, he has a strong Unity development background and his initial focus at LL is ensuring that Mobile is a smooth, seamless experience.
- Adam Sinewave: lead developer.
- Beanie Linden: QA.
- Brad Linden: developer.
- Stray Linden: back-end infrastructure engineer.
Resources
- Second Life Mobile Beta website.
- Second Life Mobile on the Feedback Portal:
Current Release
Second Life Mobile 2026.5.194024, May 24 (iOS and Android) – bug fixes.
- Under-the-hood code clean-up to make the app even more robust and easier to maintain going forward.
- Visible fixes:
- Menus should now all be translated to either French or Portuguese if either language is selected via Settings.
- Specific characters in Chinese / Japanese, etc., should all now display correctly in Bubble Chat.
- An issue where sculpted objects could appear stretched across the entire view has been corrected.
- Numerous bugs on microphone use and permissions have also all been addressed.
- Crash rates:
- Fixing crash rates is important bot for the user experience and because high crash rates can reduce the visibility of an App in the various on-line stores where it is offered.
- As noted in the April update, crashes rates on the Android version of SL Mobile have been brought down to be well within them. Several of the crashes that were resolved were due to multi-threading issues (neither Android nor Unity are particularly good on the multi-threading front, but the SL Mobile app is very reliant on multi-threading for performance).
- Similar work has been carried out through May to bring down the iOS crash rates.
- There are also issues where putting the app into the background on iOS or swiping up can cause the app to crash. Most of these should have been addressed, but if iOS users are still experiencing them, bug reports are requested.
- In respect of the above, if a users crashes, then re-logs into the app, they are able to include the log details on the crash when filing a report through the app.
- There are some additional iOS crashes still to be addressed, but the hope is to get the iOS version down to a same low rates as the Android version.
Work in Progress
- Work is in progress to offer a complete chat history across both Desktop and SL Mobile, rather than conversation histories being split between the two (or saved locally between different desktop viewers).
- Work is starting on adding the ability to purchase Linden Dollar bunches (as found on the iOS version of SL Mobile) to the Android version.
- Changes are being made to notifications in SL Mobile, so users can activate push notifications more easily than at present.
General Q&A
- There was a report that some new users on SL Mobile are being directed towards using Senra avatars, which should not be the case (they should be directed to the Avatar Picker) LL have not seen this, so checks will be made. A request was made that any new users found to be on Senra when joining through the app are encouraged to file a bug report.
- The question was asked about setting a minimum draw distance in the app.
- Draw distance on Mobile is heavily hardware-dependent. Therefore the Lab do default to a specific limit.
- Currently, the app will use progress DD when loading a scene (16m, then 30m, then 40m).
- If a longer DD has been selected via Settings, the app will attempt to step up to these when loading has finished, hardware capabilities allowing.
- It should be remembered that for every 10 metres added to the draw distance, memory footprint and load time are essentially tripled.
- Also, the greater the DD, the greater the risk of hitting application memory limits and causing a crash.
- A suggestion was made for Mobile to offer a list of rendering items people can opt to disable / enable to help people on older mobile device hardware to better control what their device can / cannot render.
- Some of this can already be achieved via advanced settings.
- The device itself might also adjust rendering capabilities in accordance with its capabilities (e.g. how much is rendered, the overall quality, etc.).
- PBR on mobile:
- PBR requires triple the number of textures in order to be supported in Mobile – Mobile doesn’t currently even support “full” Blinn-Phong.
- Recent work with textures does mean that overall, memory use has vastly improved, making PBR more of a possibility.
- Work in better optimising mesh rendering in SL Mobile could also help with a move to support PBR, but this work has yet to be undertaken.
- Even so, bridging the “PBR gap” between Mobile and Desktop is a subject of discussion within LL.
Date of Next Meeting
- 12:00 SLT, June 25th, 2026, at Campwich Forest.












