On Wednesday, May 27th, the Kokua team released Kokua 6.4.2, bringing the viewer up to parity with the Linden Lab official viewer, 6.4.2 code base (Camera Presets), promoted on May 19th, 2020.
This means that with this release, Kokua now includes:
- the Environment Enhancement Project (EEP) release.
- The most recent viewer Maintenance updates.
- The aforementioned Camera Presets.
In addition, the Restrained Love Viewer (RLV) variants of this Kokua release include both include the latest updates to Marine Kelley’s RLV API updates – version 2.9.27.0 -, which include support specific to EEP, and which the Kokua team have also used with regards the new Camera Presets, as part of their own updates to the viewer.
Lab-Derived Updates
Environment Enhancement Project
In including support for EEP, Chorazin Allen makes an important point that all SL users should keep in mind when moving to EEP-capable viewers:
Before getting into the additional features and fixes we need to point out that EEP represents a major overhaul of the viewer’s weather, lighting, shine and reflection areas – it’s more than just a new weather system with configuration files as inventory assets instead of separate xml files. As a result you WILL find that scenes, structures and avatars can all look different. If you find a particularly noticeable instance you are encouraged to log details of it in LL’s Jira issue tracking system so that these differences can be fixed at their origin.
– Chorazin Allen [my emphasis]
The Kokua 6.4.2 release appears to be a direct implementation of EEP and its various floaters without any alterations to their layout. As such, I do not propose to cover them here; rather I’ll leave you with a series of links to resources:
- Environment Enhancement Project: a primer – a basic introduction to EEP and its viewer elements.
- Tutorial: Environment Enhancements Project (EEP) – a details tutorial on EEP .
- Environment Enhancement Project – the official SL wiki entry for EEP.
Camera Presets

The Camera Presets controls, developed and contributed by Jonathan Yap, is a capability that allow users to create one more more custom camera presets within the viewer to suit particular needs and then save them. This means, for example, that a user can now have a camera position for general exploring, another suitable for combat games, another for building, etc., all of which can easily be accessed and used at any time.
Again, the Kokua implementation of the UI elements is the same as the official viewer. However, the Kokua implementation of Camera Presets adds addition default presets as follows:
- Left, Right and top: provide viewers of your avatr from the left and right side, and from directly above.
- FPS (First Person Shooter) – positions the camera directly in front of your avatar and looking forward.
- Nearer – a view looking from close behind your avatar designed to be more suitable for corridors and other narrow spaces.
Again, rather than go into specifics on creating and using Camera Presets, I refer readers to my Camera Presets tutorial.
Kokua Updates
Edit Floater – Bulk Rename
Kokua 6.4.2 includes a new button in the Content tab of the Edit floater that allows the contents of an object to be easily renamed. A typical case for this might be when updating the version number of the individual contents on an object for a new release: after the specific elements that have been updated / replaced in the object, the rest can easily be renamed with the new version number.

As this is liable to be a special usage option, I’ll refer interested parties to the Kokua documentation on how it works.
Animation Override

Kokua 6.4.2 offers two new options to the client-side Animation Override system:
- Chat check box: when enabled, each new animation to run will be reported in local chat in the user’s viewer.
- The intent is to allow a user to keep track of the currently running animation when using a new set of poses/animations to decide decide which should be kept or discarded.
- It is not recommended this option is kept on at all times, as the animation reports can be intrusive.
- Any button: located between the next / previous animation paging buttons a the bottom of the floater, it will randomly select a pose from the current listed set (Walking, Standing, etc), and play it.
- Clicking the Next or Previous buttons will resume stepping forward / back through the list of animations from the randomly selected animation.
Hover Height
This release of Kokua includes the hover height slider from Marine’s RLV viewer, with the release notes stating:
Rather than include the small button to reset it to 0.0 we have made the numerical value next to the slider writable allowing any value to be directly entered.