land impact 1.
brief explanation
set your prims to the Convex Hull physics shape to avoid unexpected spikes in LI, in the build menu under features
link sets can also be set to have no physics shape after you are finished building, by selecting none.
prims with no physics shape will default to the prim physics shape if un-linked.
prims start with their LI = prim count.
that is the legacy way LI gets calculated for plain prims.other prims that fit certain criteria, such as having materials ( normal, specular ), will use the 'new' LI calculations, which will take the highest of three weights as the LI.in Build Menu, click the More Info button > Weights of Selected >
Download : | varies on parameters |
Physics : | varies on scale & parameters |
Server : | varies on things that affect the server ( physics enabled, scripted ) |
Display : | used for avatar complexity, not LI |physics weight is often the greatest value here, and by setting prims to the Convex Hull Physics Shape their physics weight can be reduced.there are potential caveats when using convex hull- avatar collision.
- you cannot sit on prims inside a physics shape without a sit target script.
( even if the interfering object is set to phantom. )
you can visually inspect your prims physics shapes for these problems,Preferences > Advanced > 🗹 Show Developer Menu
Top Menu Bar > Developer > Render Metadata > Physics Shapes
( also can see the physics shape individually, by clicking the eyeball next to the physics shape type )🗹 Edit Linked
and change individual prims back to their original physics shapes as needed.there is ALSO the phantom object mode which disables all collision, but that can only be set for the entire link set, not individual parts of it.