Sansar: Questing and Jumping update

The quest portal at the Social Hub in Sansar, which features two quest Agents

On Thursday, March 28th, Linden Lab released the Questing release, described “one of our biggest and best releases yet”. The full release notes are available, and highlights of the release key features might be summarised as:

  • Initial introduction of quests.
  • The ability for avatars to jump.
  • Avatar selection, editing, skin and clothing updates.
  • Content creation updates.
  • Teleporting improvements.

Initial Notes

As with the majority of Sansar deployments, this update requires the automatic download and installation of a client update, particularly as it involves changes affecting the Sansar avatar system.


The new Quest pop-up

Quests are a part of Sansar’s emerging game building / game play capabilities. Quests are seen as being both a means to help on-board new users to Sansar, by giving them things to do, and as a means of providing a capability that can allow greater gaming and questing in Sansar experiences as a whole, using common root functionality, thus helping to give a feeling of continuity between experiences.

For this initial pass of the system, quests can only be created by Linden Lab. However, over time, the capability will be opened up to experience creators.

The quest system is immediately obvious on logging-in to Sansar, with a Quest pop-up displayed as you arrive in your Home Space. Further, two initial quests are provided at the Social Hub.

The two Social Hub quests are fairly basic. Each offers a modest reward of S$10 for exploring the Social Hub area and either walking over, or touching (left-click in Desktop mode) objects located at various points. Each quest is triggered by touching one of two glowing stands (Agent Animus and Agent Forma) in the centre of the arrival area of the Hub.

Doing so triggers a pop-up describing the quest, which includes options to start the quest or defer it (Maybe Later) – shown below left. Starting the quest then switches the pop-up to display the required objectives and how to complete the “mission” (below right).

A Social Hub Quest – the initial description pop-up (l) and objective pop-up (r)

As objectives are achieved, thy are briefly highlighted, and the grey-out tick mark alongside them is illuminated. Neither of the quests is procedural (so you don’t have to complete the objectives in the listed order), and at walking pace they take about 3-5 minutes to complete.

With all objectives completed, returning to the initiating Agent and touching it will update the quest status and deliver your S$10 reward, together with a link to open the Sansar Store, should you want to buy something.

Currently, there is no limit to how many times you can take each quest, and one user I was with while trying things out claimed to have already gone through both a total of 10 times apiece.

Avatar Related Updates

The Quest and Jump release provides a number of avatar related updates and changes.

  • Jumping: Sansar avatars can now jump. I’ve no idea how this is triggered in VR mode because – at the time of writing this overview – the release notes started with the words “Questing. Jumping. Styling for your custom avatars”, then never actually mentioned how to jump. For those in Desktop mode, it’s a matter of pressing the keyboard space bar. The jump animation is basic, but it works.
  • Custom Avatar dressing: it is now possible to dress custom avatars from the Look Book – providing they have been built with this in mind.
  • Custom Avatars as starter avatars: new users can now opt to use one of a number of custom avatars (as well as the Sansar default avatars) when starting out.
  • Marvelous Designer library clothing: the Look Book inventory now includes a rang of Marvelous Designer clothing options – look for the yellow “M” tag.
The clothing library now includes adjustable MD clothing options (indicated by a yellow “M” tag). Use the VR controllers or CTRL-left- click and drag for Desktop mode to adjust when the clothing item is selected.
  • Skin colours / tones: more options to colour the skin’s base tone.
  • New functions to enable you to edit your avatar better:
    • Improved save options without being kicked out of the editor.
    • Better reset options to allow you to re-start adjustments from scratch.
    • Easier way of returning to the world and return to your previous position in world before you edited your character. (Saving user position in runtime).

Event Creation Changes

From this release, every event created will be tied to its own experience, based on a scene template, rather than being tied to an existing experience. This means:

  • Events can no longer be joined by finding an experience, it must be done via the event calendar, with the event itself a special copy (not an instance)  of the experience.
  • Active events are listed on a new Featured tab – Client Atlas only.
  • Event creators can change the scene tied to an event, customise the scene like any experience, and delete the experience if it’s no longer needed.

Teleporting Updates

  • When you choose to teleport to your friend, you will now spawn near them, unless the experience creator has opted to disable direct teleport and force you at the arrival point.
You can now create a portal from the Client Atlas entry for an experience without having to copy the URL; just click the button
  • You can now create Portals more easily with the new “Create Portal” button on the Atlas details page – Client Atlas only.

Creation Updates

  • Object parenting in the scene editor: objects can now have other objects as children. This means:
    • No more folders.  Existing folders are converted into parent objects.
    • Moving/Scaling a parent object will move/scale children along with it.
  • New functions to enable you to create your world better: scaling is no longer restricted to a slider between 0.1x to 10x. You can now use the Properties panel to:
    • Move/rotate/scale a selection of multiple objects at once.
    • Move/rotate a Light component.
  • List<> support in script parameters: allows passing multiple values to a script as a single parameter. This means that creators can now assign multiple values such as a sound, object, a position point to one parameter, eliminating the old behaviour that forces the creator to utilise a parameter per value.
  • Interaction behaviour on a per user basis: creators can now set interactions to update and change behaviour on a per-user basis. This enables creators to disable content once a user interacts with it. For example, a glowing chest in a treasure hunt could stop glowing once the user interacts with it.


It will be interesting to see how the quest toolset progresses. They are basic, but functional and were drawing a lot of attention following the release deployment.

The addition of the MD clothing to the library is a welcome update, but while the button for spawning teleport portals is a step forward, Sansar would benefit from a means for users to be able to add experiences to some form of client “favourites” then can quickly access without having to pull up the Atlas, search it, click on an experience description then click on the button to spawn the portal. This is, frankly, as clunky as having to do the same and then click the Copy URL button and paste the URL into chat.

For the list of known issues, please refer to the release notes. For scripting API updates, please refer to the API documentation.



Sansar Product Meetings week #11: R31 and avatars

Sansar Studios: Colossus Rising

The following notes were taken from my recording of the Sansar Product Meeting held on Thursday, March 14tth. The full official video of the meeting is available here. The topic of the meeting was that of the upcoming R31 release due at the end of March, and the Sansar avatar. In attendance from the Lab were community manager Galileo, with Landon MacDowell, the Lab’s CPO, and Sansar project manager Cara, together with Nibz, Nyx, SeanT, Harley, Lacie, Stretch, EagleCat and Stanley.

R31 Release

Avatar Updates

Skin, clothing and Custom Avatars
  • The next release should see the default Sansar avatar have skin tinting enabled. If I was understanding this correctly, the skin will have six basic swatches of colour, which can then be adjusted to allow users to generate a wide range of skin tones.
  • It will be possible to dress custom avatars (until now, these have had to be supplied with clothing that cannot be removed or altered or added to).
    • This option is regarded as a beta release.
    • It will allow custom avatars to be dressed, use hair and accessories and wear clothing developed in Marvelous Designer (MD).
    • The adjust clothing option for MD clothing within the Look Book should work with custom avatars, and the Lab is working to make this capability easier to use in Desktop mode.
    • Dressing custom avatars will probably not work well with items rigged to fit the default avatars, and the Lab would appreciate feedback on this, and to how to improve the system, what problems are encountered. etc.
    • Obviously, the closer a custom avatar is to the default avatar, the better things are likely to work.
  • Future updates to follow this initial release will include:
    • Adjusting rigged accessories to correctly fit custom avatars will be a future iteration for the system.
    • Attachment points (e.g. select a right hand to add a watch).
    • Allow MD clothing to be moved, rotated, uniformly scaled, etc.
Avatar Editor Changes
  • The Save and “return to world” functions are being separated into their own buttons.
  • The Save function will allow users to save their changes to the current avatar or as a new avatar look in the Look Book.
  • A reset button will be added to the adjust clothing capability for MD clothing, to overcome issues of things being “dropped”.
  • There are a number of cosmetic updates to the avatar editor UI.

New User Flow

  • The new user on-boarding flow will be extended to include a selection of custom avatars as well as the existing default avatar set.
  • It will also be possible for users with the Grey avatar to be able to dress them until they decide on an avatar.

Animation Updates and Improvements

  • Jumping is almost ready for release.
  • Different heights of jump can be achieved when using the jump button / key, and jumping will be gravity sensitive  (the lower the gravity in an experience, the further / higher the jump).
  • It is hoped jumping will open up the opportunity for platform style game experiences.
  • Future updates to this might include:
    • Scripted control of jumps (e.g. gain a “power up” in a game to jump higher / further).
    • Adding an animation override for custom jump animations.
  • A “falling” animation will also be released with jumping (so if you step off a wall or cliff, the avatar will fall, for example).
Walking / Running
  • The default walking and running speeds are to be increased.
  • The animation graphs supporting these may also be opened to scripted adjustment in the future, depending on feedback.
VR Animation Improvements
  • Work is being done to improve the sensation of being “grounded” (more connected to the virtual ground) when moving around in VR.
  • Work is also being carried out to better handle arm and hand positioning when in VR (e.g. so removing a headset in VR doesn’t result in the avatar’s hand being weirdly positioned or its arms going through its body).

General R31 Updates

  • Users will be able to see their bodies when in Desktop first-person view (this won’t include seeing weapons correctly held in the first pass, so carry on shooting yourself in the foot for now in Desktop mode 🙂 ).
  • Save current location: when you go to Look Book within an experience, you will be returned to the last “safe” location you occupied in the experience, rather than being forced back to a spawn point (“safe” as in not being spawned in mid-air if you were travelling on a moving surface when you entered Look Book, for example).
  • Teleport to friend will be updated so:
    • If you are in a different experience on teleporting, you will teleport to them in the scene they are in, and not to the experience spawn point.
    • If you are in the same experience when using teleport to a friend, the experience load screen will not longer be displayed.
    • “Safe” locations for teleporting will apply in both cases.
    • Creators of game-type experiences or similar that require a specific spawn point, and who do not want people randomly popping-up in their experiences will be able to set a flag to override this and divert teleports to their assigned spawn point.
  • Grabbing objects in VR should not longer display the blue beams, but allow users to naturally reach and take objects.
    • The object’s outline will still be highlighted.
    • A grabbed object should stick in the hand a lot better.

Beyond R31

Other work in progress for future releases includes:

  • Uniform scaling of avatars: users will be able to uniformly scale avatars up / down (precise range still to be decided), and will include automatic scaling of clothing and attachments.
    • Also TBD with this is whether or not the avatar capsule should scale as well, whether or not walk / run speeds should scale, etc.
    • Scaling will see foot placement and grounding in VR mode correctly adjusted as well.
  • More parity between Desktop and VR when grabbing / throwing objects.
    • These updates will include a “throwing beam” for desktop users so they can see the trajectory of an object were they to throw it, and then adjust it.
  • Work is continuing to the default avatar 2.0 (greater customisation, etc.).
  • Full body tracking in VR is being investigated (e.g. using the additional trackers for the HTC Vive). This could open Sansar for a lot of performance related activities.
  • Windows Mixed Reality (WMR) gear, etc., should work better with the next release. However, this is a user-generated fix, and it shouldn’t be taken to mean Linden Lab are supporting WMR, etc.).

Sansar: why LL are building their own engine w/audio

Gathering to hear about the choice to build Sansar’s own engine, March 7th, 2019 Product Meeting

A frequent Sansar question asked of the Lab is why did they opt to build their own platform engine, rather than choosing to use an off-the-shelf engine such as Unity or Unreal. To try to address these questions, as a part of the Sansar Product Meeting on Thursday, March 7th, 2019 Richard Linden (Sansar’s Chief Architect) and Jeff Petersen (aka Bagman Linden), Linden Lab’s Chief Technology Officer gave a 25 minute overview of the Lab’s thinking on the matter and what they see as the advantages / disadvantages in either building their own engine or using an existing product.

The following is a summary of their discussion, with audio extracts, the full version of which can be found in the official video of the product meeting. Note that in presenting them, I have attempted to group comments made by topic, as such the audio extracts below do not necessarily chronologically follow the meeting video. However, care has been taken to not lose the overall context of the comments made by either Jeff or Richard.

The presentation was followed by a more general Q&A session, which also involved Landon McDowell (Linden Lab’s chief Product Officer) and Nyx Linden. Some of the questions relevant to the core subject of the platform and engine and roadmap are also included. Please refer the video for all questions ask at the meeting.

Jeff Petersen – Introduction

  • Linden Lab CTO Jeff Petersen

    The decision to create an engine from the ground up was made some 5 years ago.

  • There is a degree of envy towards the likes of Unity and Unreal, particularly because of their maturity and cross-platform (operating system) support, plug-in support, etc.
  • However, the Lab’s aim is to build a platform that can compete with other platforms in the same arena, which includes both Unreal and Unity. Ergo, using one of those platforms as the foundation for something like Sansar made (and makes) little sense, simply because doing so would deny a product the kind of low-level control required to differentiate from those  platforms.
  • In addition, there are directions in which Linden Lab would like to take Sansar and user-generated content (UGC) which perhaps do not sit well with the use of an off-the-shelf engine.
  • Further, in opting to build their own engine for Sansar, LL has been able to make use of a number of third-party applications and tool sets (perhaps the most notable being Speech Graphics facial animation software and Marvelous Designer), which allow LL to leverage capabilities and integrate them into the platform to provide the necessary flexibility of approach / use.  This kind of approach isn’t so easy with platforms such as Unity and Unreal, which are seen as more “full stack” solutions: once you start using them, you are pretty much locked into the technology they support and the integration they want to provide.
  • A further point of note in the decision to build Sansar’s engine is that Linden Lab obviously has an enormous amount of experience with development systems designed to support and enable user-generated content and user creativity.
    • In this respect, Richard Linden, Sansar’s Chief Architect, is one of the longest-serving members of the Lab’s staff, having been with the company since before the development of Second Life, in which he played a significant role.

Richard Linden – Constraints

  • An important thing to remember with Sansar is it is not just a virtual world, it is a platform creation engine intended to allow users to design and implement compelling content they can use to attract an audience.
  • So again, Sansar is in competition with the Unitys and Unreals that are out there, and thus needs to be differentiated from those platforms. This is done through the constraints / requirements LL apply, their own unique experience in running Second Life and in handling UGC on a scale and of a type normal games do not have to deal with.
  • In terms of constraints, LL recognised a number of performance related constraints that informed their decision to develop their own engine:
    • Rendering: UGC comes in many flavours from the optimised to the unoptimised. From the managed poly count to the outrageous poly count. Sansar has to provide a rendering system that can handle all of this, and ensure that it can deliver experiences to uses that offer both a smooth experience in VR and do not cripple a user’s computer in doing so.
    • Physics: again, the physics engine must be robust enough to handle all kinds of UGC, optimised and unoptimised. In this, LL have 15 years in using the Havok physics engine in Second Life, so it made sense to leverage that experience in Sansar.
    • Scripting: experiences and (in time) avatars will be liable to have many, many scripts running in them / associated with them, scripts which (again) might not be optimised for streamlined execution, so the platform needs a scripting engine that can scale to the demands being placed upon it as experiences become more complex in their capabilities and avatars evolve (and appear in Sansar in (hopefully) greater numbers over time).
      • As noted by Bagman, this includes managing malicious (deliberately or otherwise) scripts whilst keeping the scripting environment open enough for creators to be able to do what they want with their scripts. This is something not easily achieved within a “full stack” engine architecture without requiring substantial changes to its scripting system.
    • Audio and UI capabilities: again providing the necessary flexibility for support of audio content from creators (FMod) and a UI tool (NoesisGUI) that is flexible enough to meet the needs of creators and of consumer users.

Richard and Jeff – Asset Management

  • A further constraint is the sheer volume of UGC assets.
    • Second Life has an estimated 24 billion UGC assets associated with it.
    • Linden Lab hope that in time, Sansar will be at least an order of magnitude bigger than this.
    • To avoid issues of having to reprocess data associated with assets, SL and Sansar are founded on the idea of the immutability of assets. Linden Lab promise that so far as is possible, updates to the platform will not break existing content.
  • The majority of games built on other engines don’t have to deal with any of this.
    • They have comparatively low number of assets they have to deal with.
    • When they update (or the engine they use updates) they can do one of two things:
      • Reprocess their assets, then burn and ship a new version of their game.
      • Remain on the current version of the engine and use the newer version for their next project.
  • Given the above, engines like Unreal and Unity aren’t geared towards dealing with massive amounts of asset data or in maintaining the immutability of assets, as that is not expected of them.
  • Using such engines for an environment like Sansar, where assets could be expected to be relevant for years (as is the case with Second Life now), and continue to work “as is”, without having to be reprocessed by the Lab each time the engine is updated, is therefore a non-starter.

Richard – Aims in Building an Engine

  • LL ultimately want to make Sansar an environment where anyone can create and share, whether or not they are “hard-core” content creators. This means Sansar needs to:
    • Support users who may not create original content, but can use that content (as provided by others) to express themselves and present environments they and their friends can enjoy.
    • That has the ability to take on a lot of the heavy lifting involved in content optimisation, etc., and which doesn’t necessarily require those creating environments to have in-depth / professional level knowledge on scene optimisation, content development, etc., that might be required in other platforms.
    • That can (in time) offer a collaborative content creation environment, so people can work together to design and build as well as visit experiences together.
    • Collaborative editing does not only mean being in a shared editing space, it means also having access to all of your chat and communications tools to be able to stay connected to friends who are in Sansar but not in your edit environment – again, these types of capabilities aren’t necessarily provided in other engines.
  • Not all engines have all of these types of capabilities built-in. And even where third-party plug-ins are available to achieve aspects of the functionality, they may not actually be as flexible to use or in meeting the constraints particular to Sansar as might initially seem to be the case.

Jeff  – IP Protection

  • IP protection has and remains a major consideration, and was looked upon as a show-stopper for using other engines.
  • Sansar is designed to provide a supply chain economy, with individual rights respected in the use of component elements (.e.g whether an item can be used just within a scene, how it can be used as a component in someone else’s model, how royalties are safeguards and paid in respect of the latter, etc.
  • The use of personal inventory and the Sansar Store is also viewed as potentially being seamless (e.g. scene creators can use items they upload to their inventory and / or items available on the store, up to and including the potential for “try before you buy” from the Store, with all rights again respected.
  • This kind of protection isn’t seen as being offered by engines like Unreal or Unity without a considerable amount of code re-writing which, as it is part of the overall engine “stack”, runs the risk of having to be re-implemented each time there is an update to an off-the-shelf engine each time that particular aspect of / tool within the engine gets updated by the provider.

Richard and Jeff – Broader Pros and Cons

A major disadvantage with using an off-the-shelf engine is seen as the back-end support.

  • There tends to be very little out-of-the-box support to meet the requirements a platform like Sansar has.
  • Trying to engineer around this using such a product can be difficult, particularly given the amount of information sharing that goes on between the Sansar client and the back-end.
  • Most likely, it would have meant working on the engine’s code, it would have effectively been a fork of the original Unity / Unreal / whatever code base, which itself opens up all sorts of headaches.
    • The code won’t really be supported by the engine provider
    • How is the code maintained; how are major updates to the engine handled and merged without potential breakage to the forked code, etc?
    • This is already a problem for LL with Havok.
  • As mentioned above, there is the issue of longevity. Game built using engines like Unity tend of have a finite requirement on the engine, when they are shipped, that’s largely it, and no need to necessarily maintain full backwards compatibility; the next version can be built on the latest version of the engine. Sansar doesn’t have that luxury, and most engine providers don’t see it as a need.
  • The case against a dedicated engine is that, obviously, it takes a lot longer to build out all of the necessary functionality that an off-the-shelf product might provide and that can be used.
  • LL is a small company with limit resources, ergo, building their own engine is a long-term task.
    • However, LL is uniquely positioned to be able to afford to take on the work, and has a fully supportive board who recognise the effort.

Continue reading “Sansar: why LL are building their own engine w/audio”

Sansar: February release and Product Meeting week #9 w/audio

Schwefelstein Pass

On Thursday, February 28th, Linden Lab released the C’mon Get Happy release. This is rather a small update compared to previous releases. The full release notes are available, and highlights of the release key features might be summarised as:

  • Save and sell a collection: creators can now pull a group of objects from a scene and save it back in their inventories as a single object.
    • All script relationships and relative positioning for the objects will be stored in that single object, making it easy to drag and drop a collection of items in a scene or sell it in the store.
    • Note the objects will not be linked: when placed back into a scene, they will remain a group of individual objects. This will be coming in a future release.
  • Smoother gifting: there is a new notification to let receivers know that they received Sansar Dollars from another user.
  • Draw distance limit: creators can now define an object’s draw distance limit from the properties panel. The draw distance defines the distance at which an object starts to render in the scene.
    • For example, if an object’s draw distance limit is set to 10 metres, the object will no longer be visible when a user in an experience is beyond 10 metres from the object.
    • This is currently set to infinite by default, so creators are asked to implement it when building their scenes.
  • Extended limits on uploaded Avatar items: the proximity limits on clothing, accessories, and hair are expanded, with the Axis Aligned Bounding Box (AABB) area increased by .1m left/right and .3m front/back.
    • This means that the AABB area is now min(-0.9m, -0.9m, -0.05cm) max(0.9m, 0.9m, 2.2m).
    • This change does not affect emotes nor custom avatars.
  • New avatar reference files: the avatar reference files are now noted as being updated and can now be found here.
  • Emojis have been added to chat.
    • The font used is Segoe UI Emoji, which is not supported by Windows 7. Users on that operating system will see an X in a box whenever an emoji is used.
The Emojis panel can be pulled up using the smiley icon to the right of the text entry field. Users on Windows 7 will see this as a panel of “empty” boxes (as shown in the inset, top left)
  • Two key bug fixes for the release are:
    • Servers should spin-up faster when trying to access an experience which has no-one in it.
    • Chat should no longer scroll to the top when opening the chat panel.

Again, for the full list of updates, please refer to the release notes.

Product Meeting

Sansar as a World

This is something that has been mentioned in recent product meetings – the shifting to emphasise Sansar as a “World” rather than as a collection of discrete experiences. Commenting on this at the product meeting, Landon  McDowell, the Lab’s CPO, explained the reasoning behind this thus:

We asked ourselves what was really missing from Sansar and what we wanted to add to it, and one of the things that kept coming up consistently is … one of the magical things in Second Life is it feels like a world. It feels like place … and when we designed Sansar, we didn’t really implement that; it was a design decision. we wanted the individual worlds to stand alone, and be disconnected and independent … [Now] we feel that lack of place … is something that we’re personally missing and something we want to add into Sansar.

– Landon McDowell, Linden Lab CPO

Questing and Gameplay

The focus of the February 28th Product Meeting was on the updating Quest / rewards / achievements system that has been the subject of recent Product Meetings. This is seen as being both a means to help on-board new users to Sansar and – linked to the above – as a means of providing a capability that can allow grater gaming  and questing with common roots across experiences, thus helping to give a feeling of continuity between them.

Part of this is what the Lab is calling Directed Play, which is liable to start appearing over the next couple of releases (March / April), as outlined by Stanley, the Director of Product for Sansar and Aleks Altberg:

  • The first pass at a quest system. This will initially be a basic approach of complete a task / achieve an objective, and receive a reward.
  • This will initially feature quests formulated by the lab, so will be player focused, but over time will be opened out to allow creators to build using the tools.
  • For the initial release, as it will feature game play from the Lab, the rewards will be small Sansar dollar amounts, as these are the easiest thing for the Lab to offer.
    • The system will be broadened such that when Creators are able to use it, they will be able to offer items as rewards  – accessories, clothing, custom avatars, etc.
  • The ability for creators to use the system and offer rewards will hopefully be made available in the spring / late spring of 2019.
  • Longer-term, the Lab is also thinking about progression systems, e.g. experience points / levelling system or achievements.
    • These are again being considered in terms of both how the Lab might use them and how creators can incorporate them into their experiences.
    • This work might start to be surfaced in the summer of 2019.
  • The first quest that will be deployed in the March release is the previously mentioned “tutorial quest”, specifically aimed at new users. This will take them through the basics of walking, talking, running, interacting with objects, etc.
    • Ultimately, it will push new arrivals into the Social Hub, which will include a new area focused on quests, and tentatively referred to as the Quest Giver.
  • The Quest Giver will have a couple of further quest provided by the Lab:
    • A scavenger hunt spread over some of the experiences provided by Sansar Studios, where player have to locate various Easter Eggs and return them to the Quest Giver.
    • A guided tour approach to various Sansar Studio experiences, with landmarks participants must visit.
    • Both formats will include rewards on completion.
  • One thing the Lab does not want to get into, outside of some “premium” content they will produce, is building quest style content over and over. The focus is very much on producing a set of tools that can be leveraged by content creators whilst providing users with a consistency of use across different types of quest.

Q&A Session On The Quest System
  • Will creators be able to assign and store data against players (experience points (XP), etc)?:
    • The plan is to have a global XP system that works across all of Sansar, but this has not been fully defined. However, the idea is to allow content creators to contribute towards it.
    • This does not prevent creators using their own system if they so wished.
    • One issue is that anyone can be a creator and anyone can be a player, therefore the system has to be robust enough to avoid being gamed, and this is one of the reasons the Lab is approaching the XP system carefully.
  • Will creators be able to gift questors with rewards automatically?: Yes, but creators are asked not to think of it as “gifting”, and don’t want users to have the expectation of a reward dropping into their laps on completion of every task.  Rather the idea is to make these games an overall quest that results in a rewards being given (i.e. a product the creator might otherwise sell in their store).
    • More broadly, the gift capability will remain separate to the quest system and the concept of rewards.
  • Will it be possible to build experiences that only user reaching certain XP levels can enter? Possibly, but the Lab has not got to the point of considering this type of specific requirement as yet.
  • Will it be possible to assign animated characters (NPCs) as quest givers? Eventually, yes.
  • Will it be possible to branch quests (e.g. complete task A, then either go on to B or C, rather than having to complete B then C)?
    • Initially, where quests are related, there will be a linear progression: if you want to do quest B, you must complete quest A.
    • Longer term, branching might be possible, as the Lab is still putting ideas together (hence requesting feedback through this PM).
    • Where quests are not related, it is possible to participate in more than one (so if quests X, Y and Z stand independently to one another and have no requirements one to the next), a user can be involved in all three simultaneously.
  • Will creators be able to set-up and run multiple instances of popular quests they create and track usage, etc? Not initially; but if it becomes necessary, the Lab will consider it.
  • Will it be possible to have objects that can only be obtained / used by players reaching a certain level? Once the levelling system is introduced, mostly likely yes, but objects like that would require explicit scripting on the part of the creator.
  • Will players be able to pick up items and add them to a local inventory (“backpack” or similar) to carry around and use as required, rather than being limited to just carrying things by hand? Potentially, by means of scripted support.
  • Will there be a “quest list” or “log” for users to track what quests they participated in, and their current progress within quests? Yes, and this will be part of the initial release.
  • Will quests be limited to individual experiences or run across multiple experiences? Initially, the system will be focused on quests within individual experiences. However, it will be expanded to support quests across multiple experiences.
  • Why should creators build games outside of the quest system if the Lab is going to be building and promoting its own games?
    • The intent for the Lab (as noted in the audio above) is not for the Lab to be in the market of making content and games. Their involvement is more to test the tools (e.g. the native UI elements), ensure they work and can do what is expected of them before passing them over to creators to start using them.
    • The quests built by the Lab can also function as a means to introduce incoming users to the quest system and how it works, so they will be familiar with the basics before they enter quests built by creators.
  • Will the system allow creators to set a limit on the number of players in a quest, e.g. set their quest so only one or two or just a small group can participate at any one time? Not something currently on the roadmap, but as the idea has been a common request, something to allow this might be added in the future.
  • Can creators / users still do their own thing if they don’t want to use this system? Yes. It’s just another set of tools creators can use if they so wish.
    • Similarly, users do not have to participate automatically. All quests will be opt in.
    • Those opting-in to a quest will gain access to the native UI elements the lab is building for quest players (and which will be available to creators to use when the system is opened out).
  • Will the system include a heath system? Not in the initial releases.

Other Items

  • Why isn’t Sansar built on Unity? Because it was a conscious decision to build a dedicated engine the Lab could manage and extend without being dependent upon a third-party supplied engine that is geared towards trying to support multiple markets.
    • That said there is no reason why user-generated content cannot be used on either platform, and the Lab has been considering a Unity import mechanism (see my previous PM summary notes).
  • Will avatar locomotion include climbing as well as jumping and crouching? No plans for climbing, sliding or things like it at present. Jumping and crouching are the current focus for locomotion additions.
  • Can a slider be added for transparencies to allow opaqueness to be adjusted on objects? Not directly, but can be achieved by setting the materials and using an alpha on the object / face.
  • Will experience concurrency be increased? This is being worked upon, and the goal is to raise the ceiling on avatars in an individual instance of an experience to 100, hopefully be mid-2019.
  • Will Sansar have a particle system? A popular request, but currently on being worked on, although it is a goal for the future.
  • Will there be a “Universal” inventory system usable across all experiences? Again, a goal, but not for the immediate future.
  • Will Sansar allow adult content? There are currently no plans to allow adult content.
  • Custom animations for sit points: still at least a couple of releases away.
  • Private grouping (e.g. allowing private voice calls or text chat between 2 or more users): something the Lab wants to provide, but currently a question of resources and priorities.
  • Object parenting: might be out in the next release for the Edit mode, but this will not include run-time parenting of objects in run time.
  • Windows Mixed Reality support: still no plans to officially support WMR headsets.
  • Ticketing system: the ticketing system has been used for a number of LL organised Sansar events. A new, more robust ticketing system is currently being built, and it is hoped to make that available to experience creators so they can use it with their events.
  • Site-to-site teleporting:  the next release should include the ability to set-up teleports that deliver users to a specific point within an experience

Sansar 2019 Product Meetings week #8

Tomb of Naktamon (“TT341”)

The following notes were taken from my recording of the Sansar Product Meeting held on Thursday, February 21st. The full official video of the meeting is available here. Note that in the video, not all comments can be heard.

There was no formal theme for this meeting, which took the form of a general Q&A session, and in these notes I’ve focused on questions and statements relating to the Lab’s thinking / planning with Sansar, rather than on specific issues individuals might be encountering in using the platform.

Could Sansar Support Import from Unity? Platforms such as High fidelity, VR Chat and even AltSpace VR have import mechanism that can work with Unity to allow scenes built within that tool to be imported and converted so that their own internal tools set can be used to edit / fine tune the scene. Could this be done with Sansar?

  • Being able to export / import scenes in this manner as viewed as potentially making Sansar more popular with creators. For example: if X builds a scene in Unity knowing they can use some set of SDKs that allows them to export the principal models within the scene (including rotation, placement, perhaps even material surfaces, etc), it might encourage them to share their work across multiple platforms.
  • There have been some simple tests, and a problem has been the volume of discrete asset  (.OBJ) folders created on export, and which then have to be individually imported. It is thought this might be down to a mix of scene complexity / scene construction in Unity.
  • While not audible in the video, Garth from the Sansar support team offered to look at any samples sent to him to test.

More on the Sansar Avatar:

  • Avatar scaling is still being discussed at the Lab, and no decision has been taken on how uniform scaling will be implemented. However the hope is that if an avatar is correctly rigged to the skeleton, it will be possible to scale any avatar proportionally up / down.
    • Any functionality for avatar scaling will most likely appear in the second half of 2019.
    • It might be possible to implement an interim means to allow larger / smaller avatar through the VR height mechanism used to visually scale the world around the avatar, but this needs investigation and testing.
  • It’s been suggested that LL should encourage (provide?) Mixamo support for the Sansar skeleton so that custom avatar creation & weight painting for Sansar could be made more accessible to creators.
    • Garth from the support team is actually working with some creators wishing to use Mixamo with Sansar.
  • Documentation updates:
    • The avatar reference and MD import pages have been updated.
    • The former represents a consolidation of information previously split across a number of pages. However, the .FBX files have also been updated, and should be re-downloaded.
    • The latter reflects minor changes in the MD import process
  • Facial expressions and speech: Sansar uses Speech Graphics to drive a lot of the facial aspects on the Sansar avatar: expressions, mouth, jaw and lip movements and speaking. This means:
    • Care has to be taken to ensure facial deformations preserve animations and speech movements without braking them.
    • Consideration has to be given to what facial bones must be rigged in custom avatars to again preserve that naturalness of movement when speaking, whilst allowing non-human characters.
  • Avatar movement options:
    • Jumping is being actively worked on and should be appearing in Sansar soonTM.
    • Crouching is also been developed, but is somewhat behind jumping in terms of readiness.
    • Avatar flying is not something currently being worked on.
  • Look Book clothing inventory: LL are evaluating how to improve the Look Book clothing inventory. Ideas include:
    • Having items of the same type replace one another, rather than being worn together (so skirt B will replace skirt A, rather than being worn with it).
    • The entire presentation of the inventory is being reconsidered to make locating and selecting items easier. This might include adding things like clothing categories to the inventory display.

Vehicles: there is a “lot of work” in progress to enable vehicle functionality in Sansar.

  • This includes defining object hierarchies, joint to allow avatars to be attached to a moving object and ride on it. Such a capability is unlikely to appear before at least Q3 2019; however.
  • “Pilotable / drivable” vehicles (i.e. vehicles directly under an avatar user’s control, rather than moving along a scripted path) are still much further out.

VR 3rd Person Camera Control:

  • The ability to manually zoom the camera in and out and track with the avatar whilst in VR is being worked on.
    • However, the Desktop mechanism for 3rd person view uses automatic geometry avoidance (so the camera avoids being placed in walls, etc., as the avatar moves around confined spaces). This requires the camera to make sudden adjustments to its position
    • When using this same mechanism in VR 3rd person, these sudden camera adjustments have induced nausea, so LL are looking for the best way to handle camera placement in 3rd person VR.
  • A suggestion has been made to make the geometry avoidance in Desktop mode a toggle on/off capability, and this is seen as a good idea by LL.

Quick Questions:

  • Gravity updates: nothing currently on the roadmap to allow for gravity axial rotation (e.g. to allow walking on walls / ceilings). However, this is something LL would like to add at some point in the future.
  • Mirrors: thought is being given to how to provide some form on mirror capability in the Home Space area to allow people in VR to see themselves and gain familiarity with how their avatar looks and moves. Mirrors that can be built and placed in scenes / experiences is not something on the current roadmap.
  • Model scaling: why is the scaling of model up/down limited to a scale of 0-10? Mainly to prevent really high poly count models being massively scaled up and impacting experience performance, or objects being scaled down to a point where they start causing havoc with collisions (most models only work well within a given size range based on their default size). As such, the scale is intended as a means to have creators be mindful of the models they build and their intended scaling  / triangle budget to prevent others over- or under-sizing their models when used in other scenes.
  • R29 script breakage: the R29 release introduced a particularly bad issue that could result in experience servers crashing. In the haste to fix this with a release update, certain tests may have been bypassed, rsulting in the observed bad script behaviour. Work is in progress to try to resolve the breakage.
  • Importing of MD zippers, buttons, etc:  (e.g. buttoning up or unbuttoning a shirt) not currently on the roadmap, but it is possible these features will be made available in the future, although this does depend on the MD developers providing a means for Sansar to take and use the options
  • Linking objects: this is being worked on, but will not function in the manner of SL linksets.
    • One mechanism will be the ability to select a group of objects in a scene and take them back to inventory as a single item (but once pulled back into a scene, they will all be individual objects once more).
    • Another option will be the ability to define / use “joints” between two objects to join them together.
  • Web Browser: there are currently no plans to add a web browser to the Sansar client (Steam users can always pull up the Steam overlay that includes a browser capability).
  • Customisable Home Spaces: being considered, but probably not going to be on the roadmap much before the end of 2019.
    • What is being considered, but no dates against it, is the ability to invite others into your own Home Space.
  • Sansar Store improvements: not high on the list of priorities, but LL do want to offer improvements at some point, including more information to merchants in their dashboards

Sansar 2019 Product Meetings week #7 w/audio

Villain Training Facility 23 – Ravioli

The following notes were taken from the Sansar Product Meeting held on Thursday, February 14th. The full video of the meeting is available here.

Following the February 7th Product Meeting, during which Ebbe Altberg indicated that avatar enhancements would be a focus for Sansar development for at least a part of 2019, this meeting focused on the sansar avatar, and upcoming changes.

Note that audio extracts are included below. However, these are not necessarily representative of the chronological run of the meeting; where appropriate, I have attempted to concatenate comments from Lab personnel by topic, in order to hopefully present a more logical follow to statements while (again hopefully) avoiding placing any of the statements out-of-context.

Lab-Driven Improvements

System Avatars

  • The overall style of the avatar is to be revamped as well so that Sansar avatars are generally better looking to start with. This will include numerous updates and the in-house name for the work is “avatar 2.0”.
  • Bone deformations are viewed as a preferable means to adjust avatar features by a simply “tugging” on them rather than having to use sliders all the time (a-la Second Life).
    • There will likely be maps on the body itself which will be click-to-drag, allowing cheeks to be fattened, the collar bones adjusted, etc.
  • Sliders (existing and new) will then be available for more fine-tuning of changes.
  • The deformation / slider updates will likely be made to the avatar face first, then expanded to include the avatar body.
  • A height slider and / or a means of uniform scaling is to be added to allow for taller / smaller avatars.
  • The next release will see the AA/BB bounding box on the avatar adjusted to 90cm all around.

Custom Avatar

  • There will be an immediate push to enhance the capabilities for custom avatars.
  • The first element of this will be to allow clothing – specifically clothing created using Marvelous Designer to be used on custom avatars.
    • This will include the use of a Gizmo-like tool (as seen in the Edit mode for placing and rotating objects in a scene) to help with the rotation and place placement (+scaling) of MD clothing on custom avatars.
    • It is hoped this support will be available in the April release.
  • A question was raised about someone creating an avatar that effectively “takes over” from a system avatar, simply because it is so widely used.
    • The Lab has no problem with this, as long as custom avatars are correctly rigged to the system avatar skeleton.
    • If a custom avatar proves popular enough, the Lab might even consider offering to make is a system avatar.
    • The hope is that creators will offer more non-human custom avatars (see also general comments, below).
  • The Lab is also looking to give custom avatars greater exposure to users coming into Sansar.
    • Many incoming users aren’t even aware that custom avatars are available in Sansar
    • This would be restricted to free custom avatars provided by creators, however,
    • It would be a means for creators to promote their work, and the Lab would provide creators details for those custom avatars featured in the avatar picker.
    • These avatars would be rotated on a regular basis (although the precise time frame as yet to be determined), so as to give participating / selected creators equal exposure over time.

Attachment Points and Accessories

Lab hopes to:

  • Provide more variability in attachments.
  • Make attachment points adjustable (to avoid issues of sunglasses floating above heads on small avatars, etc.).
    • The IU mechanism for doing this has yet to be determined, but might take the form of a Gizmo-like tool (or could be something completely different).
    • This would also be designed to allow attachments to be worn more freely. For example, as well as sunglasses being worn in front of the eyes, they can be positioned by the user as if pushed up on top of the head.
  • Open the attachment system to support custom avatars.
  • Support custom skins as a part of the “avatar 2.0” work, but this will initially be limited to just system avatars.
  • Allow tinting for hair / skins / nails / eyes for the current system avatars, potentially in the next couple of releases.
    • “multi-tints” (e.g blond hair darkening to red tips) will not be supported.
    • This will likely be removed once the “avatar 2.0” work is released, as this will utilise a different skin type utilising sub-surface scattering shaders, and tinting does not work particularly well with this approach.

However, animated attachments are not on the immediate roadmap.

General Discussion

  • The talk of enhancing the avatar system and extending capabilities to custom avatars sparked a discussion on the benefits of keeping to a single “format” of avatar utilising not only the same skeleton, but also the same UV maps, and allowing multiple custom avatars, each with a unique set of uv maps.
    • The former would allow makers of skins, tattoos, make-up, etc., to participate equally in the market without the name to worry about developing for specific avatar models.
    • The latter would potentially offer a wider choice of avatars to users, but makes supporting them with accessories such as skins potentially more complex for both creators and users (vis., the complexity of supporting multiple mesh body types in Second Life).
  • A ground offset capability / means for avatars to wear high heels is not currently on the roadmap.
  • Custom avatars and avatar accessories have an issue when creating the thumbnail image for the Sansar Store (in short: the model has to be uploaded twice). LL are aware this is not a good work flow, and will be looked into.
  • New user process: more outline information was given, including:
    • Offering new users improved options for avatar selection.
    • Accepting or declining until later the tutorial process and quest approach (as per my previous PM notes).
    • Extending the tutorial capability into avatar customisation.
    • Providing MD clothing in the individual avatar inventory to expose it to news users sooner.
  • Improved animations (e.g. the ability for avatars to properly hold a gun, to go through the actions of reloading it, etc.). These are being discussed at the Lab, but no project or time line for their introduction as yet.
  • However, various aspect of game play are to be enhanced over the next couple of releases, including the ability for avatars to jump or crouch, and improvements to Desktop mode (e.g. improved aim / throwing capabilities).
  • A little further out (a few months), the Lab plan to start looking into providing a proper mechanism for avatars to ride vehicles.
  • Avatar inventory – the ability to have some form of inventory an avatar is “carrying” (so they can draw a sword or gun when it is needed, or consult a map, etc.), is being considered.
    • One thing that cannot be supported right now is the ability to swap clothing. This requires the use of the Look Book, and the architecture will not support this.
    • What may be supported, possibly by the end of 2019, is the ability to swap avatars without needing to go to the Look Book (so if you have a fully dressed avatar clothed in A.B,C, and another clothed in X,Y,Z, you can swap between them without having to go to the Look Book, but you won’t be able to swap “jacket A” for “jacket “X” on your current avatar without going to the Look Book).
  • Respawning in an experience at the same point from which we entered Look Book (rather than back at the experience’s main spawn point): this is being worked on, and will be coming SoonTM.