Sansar: Questing Office Hours – questing best practices

Members of the Sansar Quest team (standing and facing towards the camera, with Community Manager Galileo hovering among them) at the Questing Office Hours, Friday, August 9th, 2019

On Friday, August 9th, 2019, members of the Sansar questing development team, together with the platform’s Community Manager, Galileo, held a QuestingOdffice Hours discussion group. The video of the meeting is available on Twitch (which unfortunately, WordPress.com won’t let me embed), and the following is a summary of the key discussion points.

At times the discussion strayed into areas of product re-sale, the Sansar Store, future general enhancements (Desktop parity with VR in the UI, vehicles, and so on), collaborative building, etc. These are excluded from the notes below, as they have been covered in various Sansar Product Meeting notes in this blog; for details of specifics discussed in the meeting, please refer to the video.

Related Articles

Quest System – Purpose

  • To provide a mechanism by which directed play capabilities can be included in Sansar experiences, be they developed by Sansar Studios or by creators.
  • Can be considered a framework for telling stories / leading people into game play within experiences and even to help creators develop events that can engage with users directly.
  • In addition, it has been designed to work alongside the experience points (XP) / progression system, itself to encourage user engagement more broadly as they can earn XPs and “level up” in Sansar no matter what they do or where their particular interest in the platform lies (i.e. those who like to attend event or just spend time exploring or socialising can earn XPs as level up just like those who play games and / or engage directly in quests).
  • Quests, the XP system and rewards (the latter two still to be released) form what the Sansar team regard as a Core Loop of capabilities to help keep users involved in Sansar.
  • Initial requirements for the quest system included:
    • Having a defined start point, such as through an NPC type of character, offer the ability for players to interact with characters and objects, present quest creators with a means to guide players through their quests, allow structured, multiple objectives as a part of a quest / game, and present a means to build interactions, activities, objectives, into a cohesive story.
    • Providing hooks into Sansar’s Simple Script library so that interactivity, etc., could easily be built without the need for complex scripting, whilst also providing an API that those with more coding experience can then leverage as well, allowing them to make better use of scripted items already in their scenes.

How to Write a Quest

  • Some obvious considerations: what is the quest’s purpose? What are the likely levels / objectives going to be? How will users initially engage with it (e.g. is the quest the reason for the experience, or is it a part of an experience / group of experiences and people can engage with if they so wish, or can ignore if they prefer)? What is the end-point? What interactions will be required for finding / achieving objectives?
    • The above will generally inform as to the overall complexity of the quest, allowing the structure to be better defined.
  • Think about narrative.
    • Is the quest a game type of activity or multiple games within an experience? If so, you can probably get away with basic game play instructions: where / how to start, what to do, how to know when the objective is achieved.
    • If the quest is more adventure / exploring / progress oriented? Then consider more in the way of narrative: an outline of what the quest is, who the players are, what must be done, where it can end, etc. Keep the narrative flow present as objectives are presented / achieved.
  • Set expectations from the outset, and keep in mind how you might what to change things up / add twists in the case of things like adventure-type quests.
  • Consider progression carefully – how will players move from objective to objective? Is there a risk of becoming confused (e.g. setting out to complete one objective only to encounter the start of another and getting sidetracked into it).
    • Proximity and time are important: do you really want to send users after an objective that requires they travel from one end of an experience to the other (or even to another of your experiences) that takes large amounts of time to do, risking boredom?
    • Be aware of “rubber banding” – sending a player from and back to the same point when they are trying to complete objectives. This might work for certain types of game play, but can quickly become repetitive and boring if used with something like an evolving, story-driven quest, where point-to-point progression through the quest and the environment(s) in which it is set can be more engaging.
  • When building a quest across multiple experiences, consider (again) the route and how the player will engage with each experience.
  • For narrative-style quests, think about using “reveals” that might suddenly change the story somewhat for the player and re-pique their interest (e.g. walking through a cave and finding a door that, when entered suddenly moves the player to an entirely new environment that catches them by surprise).
The two Quest Givers at the Sansar Social Hub

Using Characters (NPCs) In Quests

  • Quest giver characters are currently in development with the Lab.
  • These will do things like: introduce a quest to a user; provide a list of available quests within an experience (from which the user can select), and to acknowledge the completion of a quest.
  • Characters will also have the ability to send players onwards to other characters with whom they can interact for other quests or for objectives.
    • Part of this is intended to help with quests that are dependent on one another: if you complete “quest A” then character B will allow you to commence  “quest B”, if you haven’t, character B will direct you to find character A so you can perform “quest A”.

Upcoming Quest Updates / Improvements

  • Current work is iterating on the quest interface to make it more informative (as per the August 7th update) and to keep it clean and easy to understand.
  • The progression / XP system is being worked on as well, this will include updates to the avatar profile panel (presumably to display achievements).
  • Later in the year the Sansar team will be releasing some first-person quests, which will include further scripting improvements.

General Q&A

  • How can a player inform a quest creator their quest may be broken (e.g. an objective will not complete) if they are not friends? Most likely tag and contact them via the Sansar Discord channel, or use the Sansar Quest channel on Discord.
  • Can Sansar Dollars be earned playing quests?
    • Only in the Sansar-provided quests (such as those at the Social Hub).
    • Creators will be able to offer objects as rewards (up to 3 per quest) in a future update, but they will not have the ability to offer Sansar Dollars.
    • The latter point will include the ability for creators to offer choices of rewards (e.g. take either A or B), and will eventually include the ability for players to follow a link to the creator’s Sansar Store, should they be interested in browsing / purchasing more items.
  • Will it be possible for users to at some point exchange rewards within a quest (e.g. carry out a form of trading “I’ll give you my two left-handed widget wranglers for that turbo whack-a-mole mallet”)? Such a system is on the roadmap using NPCs but no time frame for delivery at present.
    • This might include a quest-specific “soft” currency unrelated to Sansar Dollars or with fiat value.
    • The XP system might also be tied-in to this as well.
  • Can finding quests be made easier it’s not obvious in the Atlas?
    • One way being considered is for experiences published with complete quests will have a small icon associated with them when listed in the Atlas.
    • Another idea under consideration is for a portal or category to be made specifically for the most popular quests.
    • These ideas, if adopted, won’t be deployed until the quest system has been made a little more robust, feature-wise.
  • Can creators obtain data on how many people have participated in / completed their quests? Currently this data is being compiled manually by the Lab and then published to Discord. More robust / automated mechanisms are planned.
  • Are multi-player and / or repeatable quests on the roadmap? Yes, but no delivery dates available.
  • Can there be a means for users to abandon / drop a quest if they don’t want to complete it? Yes, and this will allow users to restart the quest.
  • Will there be a more complete quest journal for users, showing the quests they’ve participated in, completed, rewards gained, the experience(s) associated with a quest, etc? Yes.
  • Will quest givers support audio options (so users can hear as well as read about the quest)? Technically possible now (but not easy) to achieve. Could potentially be made easier.
  • The quest pop-up listing quests in progress for a user is seen as an irritating nag, although its usefulness as a reminder is understood.
  • Creators would also like (as per the week #32 Product Meeting) these ability to:
    • Reset specific objectives in a quest, rather than an entire quest.
    • Be able to add further objectives to an existing quest (such as news “chapters” to an evolving story) with user able to resume the quest and complete the new objectives without having to re-do the entire quest just to reach the newer objectives.

A butler, a first contact and tales in words and music

Seanchai Library

It’s time to highlight another week of storytelling in Voice by the staff and volunteers at the Seanchai Library. As always, all times SLT, and events are held at the Library’s home at Holly Kai Park, unless otherwise indicated.

Sunday, August 11 13:30: Tea Time with Jeeves

Just for summer, Seanchai Library takes a dive into the world of Reginald Jeeves, a well-educated, intelligent valets of indeterminate age who is employed by the amiable young man-about-town, Bertie Wooster, whom Jeeves routinely has to benignly rescue from the consequences of his idiocy.

Created by author, humorist, and lyricist (working with Guy Bolton and Jerome Kern) Pelham Grenville Wodehouse (October 1881 – February 1975), Jeeves and Wooster are perhaps his most iconic characters, their adventures eventually growing to 35 short stories and 11 novels, the majority of which are first-person narrated from the perspective of Bertie Wooster.

This week comes the second part of The Inimitable Jeeves.

A semi-novel published in the UK and the United States in 1923, The Inimitable Jeeves brings together 11 previously published stories structured as “chapters” rather than appearing as individual stories, giving the volume the appearance of being a novel something initially enhanced in early editions, which split the first five and final story into two chapters apiece, giving the impression the book was 18 chapters long (later editions reversed this, each story being just a single chapter for 11 in total).

The stories also add to the novel-like feel, as they each focused variously on a small group of characters throughout including Bertie’s Aunt Agatha, his somewhat inept friend Bingo, and his cousins Claude and Eustace, brought together with Jeeves and Wooster in some familiar Wodehouse themes.

Join Da5id Abbot, Kayden Oconnell, and Caledonia Skytower as they read this delightful series at Ceiliuradh Glen.

Monday, August 12th 19:00: Arthur C. Clarke’s Rendezvous with Rama

Gyro Muggins reads one of the greatest science fiction novels of human first contact with alien intelligence.

In 2131, a fast-moving object of extremely large size is detected beyond the orbit of Jupiter travelling on a course that will see it pass through the inner solar system to swing around the Sun, before heading out into space. An automated probe launched from Mars reveals the object to be a perfect cylinder, 50 km long and 20in diameter rotating regularly along its long axis and clearly artificial in nature.

The deep space survey vessel Endeavour, her crew untrained for first contact scenarios, is the only vessel that can intercept the cylinder as it uses the Sun’s gravity well to accelerate and bend its path onto a new trajectory. After a high-speed chase, the Endeavour reaches the cylinder – christened Rama by those who first identified it and finds one of the end caps has curious triple chamber airlock systems within it. Through one of them, the crew gains access to the object.

What they find within stuns them: the cylinder is hollow, a 50x16km “tube” the inner surface of which forms a circular world of three parts:  a large plain, with six city-like groups of structures scattered around it, a central band of frozen water the crew call the Cylindrical Sea with a single long, thin island (which they dub “New York” due to its superficial similarity to Manhattan island). Beyond the sea lies a landscape of split into cubes and squares, dominated by a group of massive cones extending inward along the cylinder’s long axis from southern end cap.

Initially in darkness and frigid when the Endeavour’s crew enter, the cylinder gradually comes to life, revealing its strange alien nature, where everything appears to be done in triplicate (or multiples thereof). And then, as tensions among the human civilisations across the solar system rise, the “Ramans” appear.

Tuesday, August 13th 19:00: Words and Music on the Wind

With Ktadhn Vesuvino, live on stream.

Wednesday, August 14th: A Cyberpunk Summer

Short stories with Finn Zeddmore.

Thursday, August 15th 19:00: The Blue Salt Road

An earthly nourris sits and sings
And aye she sings, “Ba lilly wean,
Little ken I my bairn’s father,
Far less the land that he staps in.

– Child Ballad, no. 113

So begins a stunning tale of love, loss and revenge, against a powerful backdrop of adventure on the high seas, and drama on the land. The Blue Salt Road balances passion and loss, love and violence and draws on nature and folklore to weave a stunning modern mythology around a nameless, wild young man.

Passion drew him to a new world, and trickery has kept him there – without his memories, separated from his own people. But as he finds his way in this dangerous new way of life, so he learns that his notions of home, and your people, might not be as fixed as he believed.

With Shandon Loring, also Also in Kitely – teleport from the main Seanchai World grid.kitely.com:8002:SEANCHAI.

A Nordic story in Second Life

Nevglide Gaard, August 2019 – click any image for full size

Nevglide Gaard is described by its designer and holder, Neaira Aszkenaze as “the second chapter in the Nevgilde Story”, continuing as it does the Nordic theme of Neaira’s builds, which are intended to offer something of a feel of the wilds of Norway. We visited the first chapter, Nevglide Forest, back in late 2018 (see: Nevgilde Forest in Second Life), so when Shawn Shakespeare poked me with a reminder that Nevglide Gaard was open for exploration, we were happy to hop over and resume explorations.

This second chapter sits within a new – and slightly smaller – location: a parcel of some 8176 sq metres. It sits with a north-south orientation, two sides open to the sea and the entire design once again proof that you don’t actually need an entire region to create something eye-catching and worth visiting.

Nevglide Gaard, August 2019

The parcel offers a rugged finger of Norwegian coastline, knuckled by bare rock that cut by a single west-flowing stream that tumbles down from the northern wooded uplands to reach the sea. No landing point was enforced at the time of our visit, so I’ve arbitrarily set one for this article using the small island located at the southern end of the parcel, and separated from the rest of the setting by a shallow neck of water spanned by flat-topped rocks for easy crossing.

The island, with its little camp site, offers an excellent vantage point from which to view the rest of the land, looking northwards over the narrow curve of a beach sculpted into the landscape by time and water, past the single house that stands above it, and onwards towards those northern highlands. Reindeer graze on the upper slope of the island, while a set of wooden steps lead down to the water’s edge and the rocky crossing to the beach.

Nevglide Gaard, August 2019

Backed by a shelf of flat rock, the beach is a mixture of sand and shingle, a partially-finished raft lying just offshore. Steps lead up to the lone house, a marvellous and cosy wood-framed abode designed by Neaira herself (as an aside, her store sits in the sky over the parcel – see her profile for a TP – although the house does not appear to be offered for sale, sadly).

The house is clearly the home for the largely self-sufficient: chickens and goats are being bred, apples are being grown, and a and pump offers the means to get fresh, clean water from deep below ground.  Meanwhile, the bric-a-brac around the house and grass yard further adds to the sense that this is  very much a “working” home, those occupying it enjoying their lifestyle and the freedoms it brings.

Nevglide Gaard, August 2019

A path winds down from the north side of the little plateau on which the house sits to meet with a log bridge for those who wish to cross the fast-flowing stream and climb the rocky uplands. Wooded but with shallow and deep ledges of their own, these uplands can be scrambled up using further log climbs and offer another vantage point for looking out over the land, as well as an alternate landing point should you opt to take a landmark of your own.

Like Nevglide Forest before it, this is a place that is easy to explore and that encourages people to tarry for a while, whether they wander, or relax on the wooden deck to one side of the house or down on the beach or out on the little southern island.  Rounded off with a subtle and immersive sound scape, Nevglide Gaard is a place to lift the spirit as well as offering plenty of opportunities for photography.

Nevglide Gaard, August 2019

SLurl Details

2019 SL User Groups 32/2: TPVD meeting

Witchwood; Inara Pey, June 2019, on FlickrWitchwood, June 2019 – blog post

The following notes are taken from the TPV Developer meeting held on Friday, August 9th, 2019. A video of the meeting is embedded below, my thanks as always to Pantera for recording and providing it. The key points of discussion are provided below with time stamps to the relevant points in the video, which will open in a separate tab when clicked.

This was another  short meeting.

SL Viewer

[0:34-3:12]

The Umeshu Maintenance RC viewer updated to version 6.2.4.529755 on Wednesday August 7th.

The remaining pipelines are as follows:

  • Current Release version 6.2.3.527758, formerly the Rainbow RC viewer dated June 5th, promoted June 18th – No Change.
  • Release channel cohorts:
  • Project viewers:
    • 360 Snapshot project viewer, version 6.2.4.529111, July 16th.
    • Legacy Profiles viewer, version 6.2.3.527749, June 5th. Covers the re-integration of Viewer Profiles.
  • Linux Spur viewer, version 5.0.9.329906, promoted to release status 29th November 2017 – offered pending a Linux version of the Alex Ivy viewer code.
  • Obsolete platform viewer, version 3.7.28.300847, May 8th, 2015 – provided for users on Windows XP and OS X versions below 10.7.

Viewer Promotions

The hope is that some of the current four RC will gain promotion to full release status in August, as the bug list on all of them is “really small”.

In Brief

Inventory Issues, Fixes and Log-in Changes

[3:34-10:50]

  • Some Firestorm users are reporting an uptick in inventory issue, such as corruptions. It appears that, while usually a last resort, clearing inventory cache may correct it if it occurs.
  • There is some work being carried out by the Lab that improves their ability to fix back-end inventory issues. This work is getting an “unusually thorough” QA pass, so may be a while before it is ready for support deployment.
  • Also, the Lab is working on a new log-in process that adds more checks to the inventory queries performed during log-in.
    • Currently, some of the queries, a necessary part of the log-in process, can be subject to database look-up failures that go unreported to the viewer, leading to inventory issues for the user.
    • The new process will ensure that if a query fails, an error message will be returned to the viewer, allowing it to request further look-ups. However, it will be a while before this enters production.
  • A reminder that large flat inventories (e.g. thousands of items on the same level) can cause the inventory queries to time-out and log-in to time-out. Should this happen, an inventory transform can be requested from support, which breaks large flat inventories down into a folder structure.

Second Life Engineering Jobs

[16:23-17:25]

  • The position for a Second Life Senior Graphics Engineer remains open.
  • A new position has opened for a software engineer (C++). Oz linden “would love” to recruit someone who has the relevant experience / background and who is a Second Life resident.
  • Applicants need to be US residents.

Sisi, Kayly and Debbie in Second Life

Sisi Biedermann’s Gallery and Garden – Sisi Biedermann

I recently paid a further visit to Sisi Biedermann’s Gallery and Garden, which I last visited in November 2018. Since that time, the gallery has undergone a revamp, so I was curious to see the new look, and also the two exhibitions that opened at the start of August and will remain so through until the latter part of September.

The upper three floors of the gallery continue to present Sisi’s own artwork, which as I’ve noted before is the most extraordinary digital work. Produced in the physical world and then uploaded to Second Life, Sisi’s art is the very definition of crossing and re-crossing the digit divide: a physical world artist who produces the must remarkable digital pieces for upload to a digital world, allowing it to be seen and purchased by a global physical world audience.

Sisi Biedermann’s Gallery and Garden – Sisi Biedermann

Combining multiple elements – original art (digital and paintings), elements drawn from Second Life and her imagination – all brought together to form richly layered and texture pieces that combine aspects of collage and montage to produce the most stunning pieces that are utterly engaging and completely captivating. As I’ve said before, those who have not seen Sisi’s art first hand really should drop in and do so.

At the same time, visitors can also available themselves of the exhibitions by Kayly Iali and Debbie7155.

Sisi Biedermann’s Gallery and Garden – Kayly Iali

Kayly is an artist who has been broadening her portfolio of her physical world art uploaded to Second Life over the last while, and here presents a series of her abstract art, with ten 2D pieces and three free-standing items. There are – to me at least – some of the most captivating pieces in her catalogue of work.

Abstract art is potentially the hardest to grasp to the point of being simplistic by some. Kayly’s work, however demonstrates the richness of the technique, particularly with pieces like Orchestra (above), and Creation, but also through the likes of Fires Storms – which also have a particularly poignancy given the environmental situation that places like California and Siberia have so recently faced.

Sisi Biedermann’s Gallery and Garden – Debbie7155

Debbie7155 is an artist I have not previously encountered in Second Life, and her exhibition of fourteen pieces offered here are richly diverse in presenting her work as a physical world artist. All of them have there own appeal, but I found myself particularly drawn to her three watercolour paintings of animals (above), while her acrylic on canvas Moon contains a delightfully Warhol-like echo.

Sisi, Kayly and Debbie demonstrate the power Second Life offers in the presentation of physical world art to a global audience an artist might otherwise not reach, and those who appreciate this should take the opportunity to drop into Sisi’s gallery as see for themselves.

SLurl Details

Sansar Product Meetings week #32: quests and Avatar 2.0

Target shooting in Scurry Waters

The following notes were taken from my recording of the August 8th (week #32) Sansar Product Meeting, which has a focus on questing and avatar 2.0. Note that there were questions that had to be referred back to the Lab for answers, or were related to individual issues encountered by creators, and which are not necessarily included in the notes below. Please refer to the meeting video, also embedded below.

Quest Update 2 – August 7th

A second Quest update was made on August 7th, 2019, which included both quest and non-quest related improvements.

Quest Updates

  • It is now possible to set objectives to address avatars by name, using the new [Player Name] token, which is automatically replaced by the avatar’s name.
    • For example, a quest giver could be set up as “Greetings, [Player Name]! Do you wish to embark on The Magical Mystery Tour?”
    • Then, when Joe Schmoe touches the quest giver, he sees, “Greetings, Joe Schmoe! Do you wish to embark on The Magical Mystery Tour?”
  • The quest panel has been updated to be more informative for users.

Other Updates

  • Sansar Store: it is now possible for creators to add “hidden listings” in the store. These can be used to give items directly to selected people by the creator giving the item URL directly to those they wish to be able to obtain the item. See Hidden Store Listings in the Sansar documentation for more.
  • New “Visibility” simple script:
    • Sansar > Client > ScriptApi > Examples > ScriptLibrary > Scene > ScriptLibrary.json.
    • At the time of writing, this is currently not integrated in the Scene Editor. You will have to import it in Sansar yourself.
  • General improvements: please refer to the release notes.

Avatar 2.0

Official Documentation – Recap

Avatar 2.0 Creator Programme – What Is It? – Recap

  • The Avatar 2.0 creator programme is designed to allow creators who create avatars, avatar wearables, accessories, etc to have their content tested by the Lab ahead of the avatar support being added to the client.
    • The Lab may only initially be reviewing around 2-4 items per creator. Additional items submitted will only be reviewed once all creators making submissions have been seen.
    • Creators are obviously free to test their items in their own 3D editor of choice, if preferred, and wait until the launch of Avatar 2.0 to make any necessary adjustments.
  • The programme will be discontinued once Avatar 2.0 has been released, when creators will be able to test their items directly in the client.

Avatar 2.0 Q&A

  • Creators have started availing themselves of the Avatar 2.0 creator programme, and feedback is being supplied to them.
  • It’s been reported that there are rigging issues in the avatar reference files and these are in the process of being reported to the Lab.
  • The initial release of avatar 2.0 will allow greater customisation of the avatar face.

  • Greater body customisation via deformation will be available in a future update to the release.
  • Concern has been raised that this will effectively lead to two classes of human avatar: one based on the Avatar 2.0 skeleton and the Lab’s own blend shapes / deformation options, and a second for custom avatars, again built using Avatar 2.0 outside of Sansar and which use fully custom blend shapes / deformations that behave differently.
    • Because of this, it has been suggested it would be better to rig more bones on the skeleton (e.g. the breast bones), so it doesn’t matter if the avatar is a system avatar or a fully customised avatar made outside of Sansar: he same set of deformations will work across both.
    • The alternative to this would be for creators to be able to create custom human avatars directly from within Sansar, then save them to inventory and then (if they wish) sell them on the Store. This is already the plan with avatar heads / faces with Avatar 2.0.
  • The Lab is working with Blender 2.8 for Avatar 2.0, and the avatar reference files documentation has been updated to reflect this.
  • Will Avatar 2.0 support users applying skins / eyes, etc., that they’ve bought from the Store? Not in the initial release, but something that is seen as a priority for adding in a subsequent update to Avatar 2.0.

Quest Q&A

  • Can the quest system be have a means to automatically record who threw / fired something within an objective (e.g. if two people are shooting at a set of targets, having a means for the target to record who hit it last)? This currently has to be manually scripted and an automated means of recording would ease the quest authoring / development. The Lab will take this on-board.
  • Can the quest panel be updated to not pop-up and start nagging as soon as a user with in progress quests logs-in? Possibly.
  • If a quest creator revises a quest and removes / changes objectives, it is possible for people who have already started the quest to be unable to complete it. This comes back to the idea of the creator (or the quest system) to provide a means for participants to reset the quest for themselves.
  • Testing / debugging quests needs an ability within the tools to reset individual objectives as well as the entire quest (which is currently provided). This is on the roadmap.

General Q&A

  • The usual four:
    • High heels for avatars: not on the roadmap at present.
    • 3D mouse support: not on the roadmap, will more likely be a general project to support game pads, joysticks, etc., if done.
    • Wiki: the more user-submitted guides that are made to the forum public documentation area, the more weight is given to the case for the Lab creating and offering / managing a wiki.
    • Persistence: the Sansar devs would love documented requirements on where and how persistence might be needed / used, particularly as persistence is under consideration at the moment.
  • Can users be given volume controls for other avatars? Right now if someone has their mic open or too loud or set too low, they have to be asked to close it or turn it down / up. For the latter it would be preferable if users simply had access to individual volume controls for other avatars so they can adjust the volume to suit their own needs. This has been requested numerous times, and will again be taken back to the Lab for consideration.
  • Can push-to-talk be implemented? Microphones can be toggled via the M key (but this needs to be added to the keyboard short cuts documentation)
  • Can the F4 ability to freecam and improved lighting be added to the Look Book / Home Space so that it is possible to test new clothes and footwear, take images for use with Store listings, etc., without having to view them in an experience, thus adding a further step to the development cycle? Will be looked into; lighting is being improved.
  • Will two people ever be able to hold the same object? Not on the roadmap.
  • Can creators have an option to turn off the ability for people to “steal” an object held by someone else by clicking on it (e.g. to prevent people disrupting things like shooting games by simple “click stealing” the guns of other participants in the game)? Will be looked at.
  • Can skirts / dresses / togas conform more naturally to the body position when sitting? Not easily, as this requires real-time cloth deformation, which is performance intensive.