Update Wednesday July 9th: Dolphin Linden also attended the Simulator User Group meeting on Tuesday July 8th, where he further discussed the Experience Keys (Tools) project. As that discussion covered some of the information given here, I have provided a further update on the additional information provided by Dolphin at that meeting, to serve as a companion piece to this report. Please do ensure you read that article as a follow-up to this one.
During the TPV Developer Meeting on Friday JUne 20th, Linden Lab gave advanced notice to third-party viewer developers that the long-awaited Experience Tools project will be entering a beta phase in the near future – possibly within the next month.

The notice came via Troy and Dolphin Linden, two of the key players from the Lab working on the project, who between them gave an overview of what it is and how it should work, and answered questions from TPV developers.
There has been considerable interest in this project at Simulator User Group and Server Beta User Group meetings over the last several months, particularly as mention of the tools has been made in various RC deployment release notes, and the fact that they are currently on the Magnum RC. However, until the June 20th meeting, the Lab has remained tight-lipped on the matter.
The notes which follow were taken from an audio recording I made of the meeting, and the salient extracts from that audio are included at the end of this article (see also North’s video recording of the meeting). I’ll have a summary of the TPV Dev meeting itself available soon.
What Are Experience Keys?
Experience Tools is essentially a new means of providing a set of “blanket” permissions against a range of actions which might be taken on an avatar participating in a defined activity (e.g. allowing the avatar to be animated, teleported, have items attached, etc., in accordance with the requirements of the activity). The idea is that rather than having to constantly give permission for objects, etc., to act on your avatar while participating in an immersive activity, you give a single OK at the start of your participation, and then no longer be distracted by additional dialogue requests. The permissions within the Experience Tools comprise:
PERMISSION_TAKE_CONTROLSPERMISSION_TRIGGER_ANIMATIONPERMISSION_ATTACHPERMISSION_TRACK_CAMERAPERMISSION_CONTROL_CAMERAPERMISSION_TELEPORT
Note that permissions such as DEBIT (i.e. take money from your L$ account) are explicitly excluded from the Experience Tools, and must still go the normal route of requesting permission from the user.
What is an “Experience”?
An “experience” in this context can be almost any immersive / interactive environment within SL where the user needs to provide permissions for objects, etc., to interact with their avatar. A list of examples of experiences might include:
- A game or puzzle or hunt or quest which requires the use of a HUD and / or which requires certain items are attached to an avatar
- An amusement park where every ride requires the user gives explicit permissions to every ride they take
- A tour of an art or historical installation which utilises multiple teleports and / or the use of HUDs.
As noted above, within an experience, the user only needs to give permission to scripts and objects to interact with their avatar once, when they agree to participate in the experience.
Linden Realms, launched back in late 2011, was something of a precursor to Experience Tools, inasmuch as by entering a Linden Realm game area, players gave implicit permission for certain actions to be carried out on their avatars – HUD attachment, teleporting – without the need to explicitly allow each activity within the game. The difference between it and Experience Tools, is that with the latter, users must still explicitly give that initial permission for objects, etc., within the experience to interact with their avatar.

During the initial deployment, experiences using the Experience Tools will be restricted to running at the region / estate level for private islands / estates and parcel level for mainland. They will require white listing by the land owner in order to run. However, it is possible that the capabilities will be extended in the future to allow grid-wide experiences to be created (e.g. a grid-wide hunt involving multiple regions / mainland parcels). When / if implemented, this will mean:
- Private estates / regions with access restrictions will have an additional level of access which will allow anyone participating in a grid-wide experience running on that estate / region to access it. However, should they revoke the experience permissions while on such an estate / region, they will be teleported away in accordance with the estate’s / region’s access controls
- If a user opts not to take part in a grid-wide experience at one location, their refusal to do so applies to all locations running the same experience (so they do not have to keep refusing to participate when travelling around the grid).
See How it Will Work, below, for further information on allowing / refusing experiences and revoking permissions.
Continue reading “SL projects update 25/2: Experience Keys (Tools) overview and beta information”









