land impact.
last modified. 2026-07-23Calculating land impactโ by Jeremy Linden
change prims physics shapes to Convex Hull to avoid unexpected spikes in LI.
Build Menu > Features > Physics Shape | Convex Hull |
prims start with their LI = prim count.
but,
once prims fit certain criteria,
using textures other than just diffuse ( materials )
using alpha masking
linked with mesh objects
they will use the 'new' LI weighted calculations.
in Build Menu > More Info button > Weights of Selected >
Download : | varies on parameters for prims |
Physics : | varies on scale & parameters |
Server : | varies on things that affect the server |
Display : | used for avatar complexity, not LI |
physics weight is often the greatest value - setting prims to the Convex Hull Physics Shape the value can be lowered.
there are potential caveats when using convex hull
โธobject collision
โธavatar collision
โธyou 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 > ๐น Show Developer Menu
Top Menu Bar > Developer > Render Metadata > Physics Shapes
( you also can see the physics shape of individual prims. click the eyeball next to the physics shape type in the build menu. )
you can change individual linked prims physics shapes with ๐น Edit Linkedย