Kitely restructures subscriptions, payment options and more

July 17th. Kitely has today announced extensive pricing restructuring which has come about in part as a result of requests from users asking that they be able to spend more time in-world rather than receiving additional Kitely Credits (KCs).

New Subscription Options

Under the new subscription system, monthly KC awards are abolished and in-world times revised. This means the basic Bronze level subscription now provides 30 hours in-world per month (up from 25 under the old system of combining free minutes and awarded KCs), with the Silver plan now providing 120 hours in-world, up from the 100 hours offered under the old minutes + KCs model. With both Bronze and Silver plans, the number of supplied regions remains unchanged (two and 10 respectively).

The old Kitely subscription model (top) and the new (bottom)

The biggest changes are at the top end of the subscription model, with the Platinum plan being completely abolished and the Gold plan reduced in price from $50 a month to $35 a month. Gold does also sees a reduction in the number of offered regions (down from 30 to 20), but Gold plan users now get unlimited time in-world.

The new subscription plan comes into effect for Bronze and Silver subscribers from August 1st, 2012. Gold and Platinum subscribers have the option of continuing with their old plans if they wish, or swapping to the new system.

There is also a small change to the free plan: new users signing-up to this now receive six hours of free in-world time during the month in which they create their account. After this (i,e, at the start of the next month), their free usage reverts to 2 hours a month.

Further pricing Updates

In addition to this:

  • The costs for setting-up and/or storing additional regions (over and above the free allocation of regions within each subscription plan) has now been increased. The one-off cost of establishing an additional world increases from 1KC to 10KC, while  the cost of storing a region similarly rises from 1KC to 10KC per day
  • Users can now buy up to $500 USD of KCs at any one time (up from a maximum of  $50 USD in a single purchase), options rising in $100 USD increments from $100 onwards
  • It is now possible to pay for a subscription plan using Kitely Credits as well as PayPal at the start of each month. Three options are available:
    • Via PayPal: as per the current system
    • Via PayPal, or Kitely Credits whenever possible: providing your account has sufficient Kitely Credits, payment will be made via KCs at a rate of 300 KC per $1. Otherwise, your PayPal account will be billed
    • Using KCs only: this option is only recommended for those who purchase large amounts of Kitely Credits and / or who prefer not to use PayPal for their subscription payments. If there are insufficient KCs in an account when payment is due, the plan risks cancellation (a warning e-mail will be sent out in advance of cancellation).
Setting your preferred subscription payment option

Setting a Price for Visiting Region

Until now, users have only been able to decide whether they pay Kitely for the time others spend visiting their worlds (effectively making the region “free” for visitors), or whether they pass the charge onto visitors. In either case the rate was 1 KC per minute a visitor spent visiting a region.

These options continue unchanged, but as from July 17th, users are able to charge visitors directly for the time they spend in a region; KCs earned can then be used towards subscription plan payments, for example (subject to the notes above). Further, the new functionality allows region holders to pay others for the time they spend visiting the region.

Pricing can be defined in terms of group access and is calculated on the basis of minutes spent visiting the world.

Changing options for visitors to a region

This approach offers a tremendous flexibility of use, including:

  • The ability to charge different amounts on the basis of the group a visitor is in. For example, a RPG region could charge one rate for all members of the associated RPG group and a slightly higher rate for people visiting the region out of curiosity
  • The ability to automatically pay others for visiting your world – the blog post uses the example of paying performers for their time performing in a region
  • The ability to initially have a region set, for example, to free access ahead of an event (allowing people to come and sample it), and then turn on the additional pricing as the event is about to start; users are then presented with an pop-up dialogue asking them to confirm their willingness to pay or to be disconnected from the region if they do not
  • Payment options can be mixed within a single region, so it is possible to charge visitors for their time in the region while also paying performers.

All charges applied to a region are in addition to the basic rate of 1KC per minute. Furthermore, Kitely charge a 10% commission on all Kitely Credits that are earned using these monetization options (i.e. so if you charge 10KC per minute to visitors, you will receive 9KC; if you pay a performer 10KC a minute, they will receive 9KC). This commission  does not apply to any of the other ways users can transfer KC to one another.

Related Links

Cloud Party: island rentals, search and more

As per their promise at the start of the beta, Cloud Party have started offering island for rent.

Two island types have been initially offered, the wording of the FAQ suggesting more may be in the pipeline. These are termed “Private” and “Deluxe” and have the following specs:

Cloud Party islands

Each island comes with its own URL – allowing you to access it directly from any web-browser (logging-in to CP in the process). Currently,  there is no access control for islands – they are open to anyone using the navigation option or who “bubble hops”, although access controls are a promised future feature. This point aside, island rental does give you:

  • “Full” control within the bubble surrounding the island, so you can alter the colour / direction of the light, change the time of day and the look of the sky in general
  • The ability to remove the default island itself and replace it with something you’ve uploaded, such as a space station or “underwater base” or whatever captures your imagination.
  • Build rights, and the ability (as of July 4th) to define who else has build rights on your island (see below for further details).

Additionally, deluxe islands have the option to rework the external mesh of the bubble itself from the default transparent sphere.

The football and the balloon are not objects stuck in the sky – they are actually deluxe islands with exterior meshes

Give the volumes quoted for the islands would appear to refer to the bubbles surrounding them rather than the actual sizes of the islands themselves, it’s hard to get a grip on the physical surface area available with each type of island. However, I’d estimate a private island has a surface area of around 6,000 sq metres and a deluxe at around 190,000 sq metres.

I base both calculations on the maximum circular area available within each sphere (again, taking the quoted sizes of 100 and 500 metres as diameters, rather than radii) and then allowing for a small “gap” between the islands and the sphere boundary and making an allowance for the irregular shape of both islands. The “gap” allowance seems reasonable  given it is possible to “fall off” the edge of an island rather than hitting the sphere boundary  (you get returned to the middle of the sphere if you do, presumably after “hitting” the boundary of the sphere).

Promotional shot of a private island in Cloud Party, with a standard “system” house

Even at 6,000 sq metres, the private island would seem to provide enough room to establish a comfortable home and should suit most personal requirements. The deluxe island appears to be around the same size as the residential islands that were rolled out at the start of the beta, and which offer individual homes available to those with Facebook accounts. As such, they do provide an appreciable amount of space that could be put to a wide variety of uses.

Tree-top view of a deluxe island – not the comparative land area around the house (same model of house) in this image and the one above

Each island type includes a set of quota for building. This is defined in three ways: objects, dynamic objects and triangles. Mesh elements can comprise up to four material faces, each of which itself actually counts as a single “object”. So while it may appear to be a single object, it comprises a material face count (just like an SL linkset comprises prims and sculpts), and it is the material face count that impacts an island’s object quota, not the mesh object itself (just like the objects in a linkset count towards land impact in SL, not the linkset per se).

Displaying information on objects is potentially confusing at present. Right-clicking on an in-world object and displaying an information pop-up for it, for example, only reveals the triangle count. Going to the Build mode, however, does provide counts for triangles, objects and dynamic objects – but also introduces a further category, that of “large objects”. Quite how this relates to the primary object count is unclear, and as I don’t have build rights myself in CP, it is not something I’ve been able to investigate in any real detail.

Build mode showing objects counts for a private island (with thanks to Botgirl Questi)

It’ll be interesting to see how objects and goods are defined when the Cloud Party marketplace is rolled out. From a purely lay perspective, one would suggest that the baseline measure should be “material faces”, as this seems to be the most accurate means of comparing actual content with the object allowances of each island type. However, it is probably fair to say that triangle counts may also be a contender from a technical perspective.

Search and Build Permissions Updates

In introducing the rental islands, CP have also updated the Navigation option of the Cellphone to include a basic search option, allowing you to search for locations either by name or user name.

On July 4th, Cloud Party added the capability for those renting islands to let friends build on their island. This can be enabled via the island information page (Cellphone->Navigation-> Personal Tab->Current Island->Edit Info button). This now includes a Build Permissions: Edit button. Clicking this displays a list of Facebook friends with Cloud Party accounts, and names can be dragged to the FULL ACCESS box. This allows them to build on your island, and they can move / delete anything you have placed on your island. They cannot, however, edit or duplicate objects. Further information on CP’s permissioning system will apparently be announced “Once the marketplace is closer”.

Command Line Options

Something that hasn’t appeared to have been widely covered in blogging about Cloud Party is the availability of command line options. Whether this is because they are a new feature or not, I’ve no idea, but they provide a range of interesting options. Commands can be entered in chat and are preceded by “/”. Entering a single letter after the slash (e.g. “/a”) displays a list of commands starting with that letter. While visiting Claudia222 Jewell I had a play with a few of the commands, including the avatar rescaling, which allows you to instantly alter your avatar’s size (between 1.5 times and 0.5 time the default size).

Playing with avatar heights: Claudia222 at the default avatar size, I scale to 0.5

So rentals are now available within Cloud Party. How popular they prove to be after the initial “curiosity rush” has passed remains to be seen. As others have stated, the platform has a good way to go before it can be considered a serious contender in the VW ring – and I still remain unconvinced on building a platform purely around a land revenue model. I’ll be continuing to watch developments as best I can as they are announced / rolled-out and allowing for the fact there is still – as yet – nothing within Cloud party sufficient enough for me to sign-up with Facebook in any capacity whatsoever.

With thanks to Botgirl Questi.

“We have whole planets to explore…” – A return to SunAeon

In April, I wrote about a new collaborative effort to build an interactive, immersive on-line guide to the Solar System and space exploration called SunAeon. Since then, the team behind the project have been hard at work, added features and capabilities, producing special updates – such as their model charting the recent transit of Venus). Today they launched a further update to the site – and I’m taking a little time out not only to report on it, but also (being totally honest) tooting my own horn a little – as I’ve been able to make a small contribution to the site.

The first notable change on visiting the SunAeon website is that the portal front page has been removed, and that after the familiar tree has been displayed, you’re taken directly to a Solar System view.

The new Solar System display at SunAeon

This now features a number of buttons and controls:

  • Top left:
    • SunAeon: opens a small menu that allows you to display a planet directly on your screen or see the SunAeon team’s biographies or a list of founding members or to visit the SunAeon Facebook page
    • Solar System: clears the SunAeon menu and returns you to the Solar System view
  • Find Planet: Located on the left of the screen, further down from the SunAeon and Solar System buttons, this opens a list of the eight planets of the Solar System (yes, eight planets of the Solar System now that Pluto has been downgraded), allowing you to select the one you wish to explore
  • Top right:
    • Volume: activates / mutes the music stream
    • Full screen: displays SunAeon full screen and sans adverts
    • Settings: opens the settings options, of which more below
  • View Settings: located further down the right side of the screen, this displays sliders allowing you to set the relative size of the model and planets on your screen – the more to the left the sliders are set, the more “real life” the planet sizes and relative distances between them. You can also add orbital paths around the sun and tag the planets with their names
  • Zoom: located bottom right, this allows you to zoom in and out of the model.

You can explore the planets in a number of ways:

  • Via the SunAeon – > Explore Planet list OR by DOUBLE clicking on a planet
    • Either option will zoom you immediately into the planet and display the planet’s information and data page
  • Selecting a planet using the Find Planet button OR by clicking ONCE on a planet:
    • Either option will focus the planet on your screen and circle it
    • Additional buttons will appear alongside the zoom button at the bottom right of your screen
    • An Explore Planet button will be displayed under the Find Planet button
Selecting a planet: additional buttons and options

The additional buttons in the lower right corner of the display allow you to:

  • Additionally focus on / zoom out from the selected planet (left)
  • Zoom in / out on the selected planet (middle)
  • Once zoomed on the planet, you can use the original zoom button (right) to adjust the proximity of your zoom on the planet.
Focused on Venus and zoomed in using the additional controls (bottom centre right) – use the zoom scale to further zoom in as required

Planetary Data Pages

When zoomed-in on a planet, you can click on the Explore Planet option to display the associated information and data (or you can go directly to the page by double-clicking on the planet or via the SunAeon menu, as described above).

This displays some basic information about the planet, in a scrollable window.

Basic planetary information

To the left of the planet are three buttons:

  • The planet button:
    • Click on the planet’s name to display the basic information window or
    • Click the right arrow under the planet’s name to open a list of planets and go directly to its information and data display (clicking the left arrow will close the list)
  • The structure button: click this to display basic information on the planet’s structure and (where relevant) atmosphere (see below)
  • Solar System: click this to return to the Solar System view.
Basic planetary structure information

I was very honoured to be asked by the team to provide the text for both the information and the planetary structure windows, and am very pleased – not to mention proud – that the material I was able to provide has been of use to the team and helped them further develop the site.

Note that when zoomed-in to a planet in the Solar System view, or when displaying the basic information about the planet, you can still rotate it on your screen by click-holding the left mouse button and then moving your mouse. You can also use this method to rotate the entire solar system in your field of view.

Settings Options

The embedded media player

The settings button (top right of the SunAeon display allows you to set the overall quality of the displayed images (very noticeable difference in the Solar System view).

From here you can also access the built-in media player to set the volume for the site’s music and select the track from which you want it to start playing.  The pieces Travis Fitzsimmons produced for earlier models by the team have now been integrated into this model to provide further variety of musical options. You can leave the player open on your screen, or simply select a piece and then close it – the player will cycle through the pieces automatically.

The beautiful shepherded rings of Saturn

Summary

SunAeon continues to grow and add functionality, and as such continued to grow as a learning tool that opens up the Solar System to anyone with a computer (capable of running Flash!). I’m proud to have been asked to contribute to the website, and hope that I’ll be able to further help in its development in the coming months / years.

A high quality, full-screen image from SunAeon – note the dust clouds around the “ices”of the Kuiper belt

* The title for this piece is taken from a piece written by Francis “Dick” Scobee, Commander of STS-51L. The quote reads in full: “We have whole planets to explore, we have new worlds to build, we have a Solar System to roam in. And even if only a tiny fraction of the human race reaches out towards space, the work they do there will totally change the lives of all the billions who remain on Earth.”

Press Release: Daden unveil Oopal – build learning scenarios on the web for use in VWs

Birmingham UK, 27th June 2012: Educators and trainers can now create engaging immersive learning exercises more easily and rapidly using an innovative web-based application called OOPAL, developed by learning and visualisation specialists Daden Limited.

OOPAL (Object Orientated Practice and Learning) lets educators and trainers with little technical knowledge use the web to build 3D sets from an existing library of objects, and create, edit and manage the scenarios and simulations entirely from the web. Only when they’re ready to deploy do they need to enter the 3D virtual world and “push the button” to materialise the sets and exercises ready for students to use. With OOPAL, educators – and even students – can create and maintain worth-while learning experiences without needing to be virtual world experts.

Daden have been creating immersive learning experiences since 2008. Built on the success of their award winning virtual learning authoring software PIVOTE, Daden’s second generation system, OOPAL, makes exercise creation and maintenance significantly simpler – making it easier to involve tutors and even students in the design and build process.

David Burden, Daden’s Managing Director says “We found that the easiest way to describe immersive learning experiences was in terms of a drama – thinking about actors and props, the script and their behaviours rather than abstract concepts like nodes and links – and we’ve designed OOPAL to reflect that – considerably easing the process from exercise design to implementation.”

A key feature of OOPAL is that it allows educators to lay out the 3D environment using a simple 2D “kitchen designer” type layout tool. Drawing from a library of props and virtual actors, educators can assign behaviours to each object – how they will react when touched, pushed, spoken to or approached. Dialogues can even be assigned to the virtual actors for use within the simulation. Users can build just a single room or even a whole environment. What’s more – once they have built their set and simulation they can create multiple copies in their virtual world – again at the touch of a button.

Fundamental to the use of OOPAL, within a professional learning environment, is its ability to log and time-stamp every student interaction within the exercise. This can be reviewed within OOPAL, or exported in whole or part to a VLE or LMS. OOPAL also supports scoring mechanisms for in-exercise feedback.

David says “One of the obstacles in the adoption of immersive environments for learning has been the need for educators to be experts – not in their field of study but in building within virtual worlds. OOPAL dramatically reduces that barrier and gives educators and trainers the tools to create real-world learning experiences for their learners in a 3D environment”.

OOPAL can be accessed as a cloud-hosted service from Daden, or installed on an organisations’ own servers. OOPAL currently enables exercises to be developed in both OpenSim and Second Life. Daden plan to release a version for the Unity3D, and a web/iPad player in the next six months.

Cloud Party: the new kid on the block

Note this is a 3-page piece. Please use the page options at the bottom of the article to page through.

There has been a lot of chat recently about Cloud Party, the newest “SL-like” virtual world to come into existence – due in part to the fact that it is backed by SL’s co-founder, Cory Ondrejka, thus giving it something of a high visibility. Like Kitely, Cloud Party is hosted within Amazon’s cloud computing architecture (hence part of the reason for the name of the platform), and – again as with Kitely’s initial beta phase – requires a Facebook account in order for all of the capabilities to be used.

Unlike most traditional grids, however, Cloud Party doesn’t require a dedicated viewer or client – it runs entirely within your preferred web browser (although users of the latest flavours of Internet Explorer may have issues as Cloud Party runs on WebGL, which isn’t natively supported in IE).

Also unlike most grids, cloud island doesn’t feature the usual 256×256  metre (or larger) default land mass; instead, regions are “islands” floating among the clouds (again, hence the name of the service). The precise size of these islands is hard to judge and at this point it time it is unclear if islands can be “joined” in away way to provide larger land masses.

Islands in the sky: a typical in-world view in Cloud Play

That Cloud Party log-ins are (for the foreseeable future) only fully enabled via Facebook might also be off-putting for some. However, if you’re not a Facebook user, you can still log-in with limited functionality on an anonymous basis and at least get a feel for the app, which is what I did for several hours on Friday June 22nd.

Logging-in to Cloud Party is facilitated via the website.This offers the options of logging-in  via Facebook or anonymously. This also present you with the obligatory “click to accept terms and conditions” pop-up, and options to use either “Gamer” movement controls or “Tablet” control features and a choice of male or female avatar.

Arriving in Cloud Party – what you’re seeing here is the full UI (see below)

A pop-up welcomes you on logging-in for the first time (or if you are logging-in anonymous, for the first time since closing your browser completely), and also opens-up a tutorial on the left of your screen. The tutorial covers a couple of subjects: Getting Started, which covers the basics of moving, camera movement and chatting, changing clothes, etc., while Building introduces you to the basics of building (at least if you sign-on with Facebook; building is disabled with anonymous accounts).

The Getting Started tutorial is fairly straight-forward, and while it may appear to be teaching those familiar with virtual worlds how to suck eggs, it is a handy way of getting people started, and having it open on the initial log-in is something LL should learn to do with the HOW TO option of their Viewer, rather than dumping newbies in-world with a nice (but initially pointless) Destination Guide display.

The interface itself is clean and simple. Top right of the screen you have a button to log-in via Facebook: if you have logged-in anonymously, this will allow you to switch over to your Facebook account (if you are currently logged-in to FB), with a simply log out/log in. If you’re not logged into FB itself when you hit the button, you’ll be logged out of Cloud Party and prompted to either log-in to your FB account.

Your Cell Phone: access to additional Cloud Party functions

Next to the FB button is your cellphone.Clicking on this opens up additional options and capabilities. Again, not all of these are available when logged-in anonymously. For example, as an anonymous user, you’re not connected to the Cloud Party asset library, so you have no access to the build tools and while you can open the Outfits option, you won’t have anything to wear. The cell phone is looked at in more detail below.

Bottom left of the app window is the Local Chat tab. Clicking this opens – yes, you’ve guess it – the local chat window, which functions pretty much as you’d expect from using SL, although irritatingly, it doesn’t appear to like the apostrophe, the use of which seems to close the chat window and switches focus back in-world. You can also right-click on people’s names in the chat window and open you Cell Phone to IM them, etc.

Getting Around

Cloud Party offers two options for movement when you log in: “Tablet” and “Game”. The latter works pretty much the same as most game systems, using both “click to move” whereby clicking on the ground moves you to that point or you can use the arrow keys WASD (when not focused in chat). “Tablet” apparently allows Tablet-like screen-touches to move your avatar.

You can also teleport directly to locations or people on the current island or to other islands you can see in the sky by right-clicking on an object / person  / island and selecting TELEPORT HERE from the menu.

Right-click on avatars, objects or other islands to teleport to them

There doesn’t appear to be any privacy features available – or at least none in obvious use – as I managed to happily island-hop, jump to people’s homes (where the arrival point had been set in-doors) and so on without any let or hindrance. But again, this is an early beta, so privacy options – assuming I’m not missing them – may be coming in the future.

There’s one other means of getting around worth mentioning here, and that’s via the Navigate option on your Cell Phone. Clicking on the Navigation icon displays your “phone” in landscape orientation, with a range of categorised navigation options.

The Navigation “phone” floater with the Popular category displayed

Use the buttons at the top to display the various categories of destination available to you, and then scroll down / up the displayed lists to find a place of interest – then click the green GO button to teleport. Note that destinations in Navigate may be other Cloud Party islands or individual locations within an island, and that currently there is no means to search for a specific destination.

The default female avatar

Right-clicking on avatars, as well as allowing you to teleport to them, also presents you with options to start a private chat with them or view information about them. I’m not sure if these options are functioning as yet or whether I was unable to use them due to being logged-in anonymously.

The avatars in Cloud Party are pretty basic at present, and are somewhat mindful of early Unity 3D avatars. customisation is limited (restricted to skins and outfits, no sliders, etc. for altering shape), and they have a gawky default pose with rather a lot of rubbernecking. Those used to the sophistication on SL and OpenSim are liable to find Cloud Party avies limited – but again, this is only a beta!

Kitely: KCs now virtual currency; web messaging added

The last few weeks have seen Kitely roll out further features to enhance their on-demand virtual world service.

Today, June 10th, the company has announced that Kitely Credits have become a full virtual currency and that web messaging is now a part of the Kitely service.

Kitely Credits as currency

You can now use your Kitely Credits (KC) in-world. This finally makes it possible to sell goods and pay for goods and services in-world. Your current KC balance is shown in your Viewer  – although note that some Viewers may show the balance as “L$” rather than “KC”. Additionally, all of your KC transactions will appear in the History tab on your Kitely account web page, and some transactions can be clicked to get more information such as the name of the item that you bought or sold.

Note that KCs cannot be purchased through the Viewer. This is because the BUY button is hard-coded for the purchase of Linden Dollars. Please continue to use the website to purchase your Kitely Credits.

This is just the first step in Kitely developing KCs, and further features will be added in the coming weeks, including the ability to earn them through charging people to access your world and the ability to pay your monthly payment plan using KCs. Anti-fraud mechanisms will also be rolled out, which will allow in-world ATMs to be created and used (although Kitely recommend ATMs are not implemented by users until the anti-fraud controls are in place).

Web Messaging

The web messaging capability enables Kitely users to contact one another through the website. Wherever a user’s name appears in the website (i.e. on the history page for a world, in the Public Worlds list, etc., you can right-click on the name to display a pop-up menu, which will contain an option to Send Message. Click on this to open a message pad.

Simply type your message into the pad and click on Send. The recipient will get your message the next time they log-in to Kitely, if they are not already logged-in. If they are logged-in at the time you send the message, they will receive it as an Instant Message in-world.

Updates to Group Policy

There have also been a few changes to the Kitely Group Policy:

  • It now costs 100 KC to create a group.
  • Users can join a maximum of 100 groups (note that some viewer may only display a maximum of 42 Groups, but the limit is 100)
  • You must add at least one other member to a group when creating it in addition to yourself. Any group with less than two members will be automatically deleted two days after creation

Note that existing groups were grandfathered in: they didn’t incur the new charge of 100 KC, and have not been deleted if they have only one member.

Finally, there have been a number of additional improvements and tweaks – including the Kitely plugin now supporting the Teapot browser.

In May, the company added the ability to intelligently replace world contents and an automatic disconnect for idle users.

Replace World

The replace world function allows the contents of an existing world to be updated with a new OAR file, retaining some of the settings associated with the world, rather than overwriting them. In particular, the world’s URL remains the same and all Facebook likes and Twitter tweets associated with it are kept. In addition:

  • All of the settings in the Manage World dialogue, e.g. the world’s description and its access controls.
  • Where possible, all parcel settings will be retained. This is handled by the OAR upload process comparing parcel names in the world with those in the OAR file; where the names are the same, the existing settings for the parcel are retained, rather than being replaced by settings in the OAR file. This affects the parcel’s flags (e.g., “No Build”), and the parcel’s permissions: which group it belongs to; which users can enter it; etc.

The Replace World feature is located in the Files tab of the Manage World dialogue (previously called Edit World – note that the Export World feature has also been moved to this tab).

Disconnect idle users

The disconnect idle users helps to ensure you do not remain unduly connected to Kitely (and using either time or Kitely Credits) when real life takes you away from your computer for extended periods and you haven’t logged out. This feature can be used to both ensure you are logged out from Kitely should this happen, and can be used to remove avatars that have been “parked” (i.e. left unattended for extended periods) on your worlds.

Idle avatars can be disconnected automatically after 30 minutes of inactivity in one of two ways:

  • To ensure your own avatar is automatically disconnected: go to your account settings page and ensure Disconnect from worlds when idle is checked (under the General section)
  • To ensure other avatars are automatically disconnected from your own worlds: go to Manage World, then click on the Access tab and make sure Disconnect idle visitors is checked