

macOS apps will need to be notarized to be accepted by Gatekeeper after its Mojave 10.14.5 update.
Reference Safely open apps on your Mac
Also see BUG-227740
Mac OS 10.15 Catalina throws error on launch
macOS apps will need to be notarized to be accepted by Gatekeeper after its Mojave 10.14.5 update.
In essence, Bakes on Mesh (BoM) allows you to “wear” system skins, tattoos and clothing on mesh avatars. It achieves this by “baking” these system layers onto the mesh. More details on this and how to use BoM has been amply covered elsewhere.
Recommended reading:
Since those pages cover all the basics, repeating it all here would be redundant. Instead this page draws attention to some specific issues, and adds additional information.
An unofficial list of products supporting BoM natively may be found here (we do not maintain that list).
If you have not yet updated to the BoM-capable version of Firestorm, then people using BoM will appear, to you, to have solid colored bodies with text on them, or splotches of color. You will need to update the viewer to see them properly. Firestorm viewers versions up through 6.2.4 do not support BoM.
Have a look here or contact the creator.
You can continue to use appliers as you did before; there is no requirement to migrate to BoM. However, if you wish to use BoM, ask in the product support group or contact the maker of the body/head to ask how you might use BoM with their product.
In theory, yes. In practice, however, the body/head UV map (i.e., the “layout” of the skin) may not be a perfect match, and you may see stretching. In particular, you may have problems with the hands, feet, and finger- and toenails. Always try demos before buying!
Maybe… it all depends on the body. Some BoM-compatible bodies may remove the onionskin layers. So for this, contact the support group to ask.
You are probably still wearing an alpha layer; with BoM, this will make your avatar red. Remove the alpha layer.
A partial list of support groups where you can go for product-specific help for mesh bodies and heads. If your product's group is not listed here, use viewer search (Ctrl-F), or contact the maker.
If you can turn in circles but not move forward/backwards, you probably have Movelock enabled.
However, there are a few other things to try:
“Rubber-banding” is when you try to walk forward and then suddenly snap back to a previous position. Sometimes you will seem unable to stop walking. This is caused by region lag, when the server can't keep up with processing avatar movement (collisions).
This typically happens when you have two or more conflicting AOs (animation overriders) on.
This is a possible bridge problem: recreate bridge by going to Avatar menu → Avatar Health → Recreate LSL Bridge.
This is a possible bridge problem: recreate bridge by going to Avatar menu → Avatar Health → Recreate LSL Bridge.
For unknown reasons, some users need to change an additional setting:
Go to Preferences → Privacy → Lookat, and tick “Don't Send My Selection Target Hints.”
After Strafe
Ref. BUG-6825
In one specific case, the above will not work. Specifically:
That gets you running sideways. If you release shift before the arrow key, you will be stuck running.
To stop running, you have to repeat the sequence: press shift, then tap-tap-hold left or right arrow.
This is a known SL bug also affecting the SL viewer. Refer to this SL bug report for more information.
People use the term a great deal, but usually without really understanding what it means, what causes it or how to deal with it. Some of the things commonly suggested to reduce lag actually have little or no effect.
First off, “lag” is a catch-all word that actually covers three very different things, and it is important to distinguish between them. Most lag reduction methods only deal with one of these three aspects.
You can use the Statistics Bar to get detailed information of what might be causing lag.
This is when you have connectivity issues. There are problems somewhere in the network between your computer and the LL servers. This usually can be noticed when you start to experience packet loss. Press Shift-Ctrl-1 (or Advanced1)→ Performance Tools → Statistics Bar) and look at the top, packet loss; ideally this should be 0%; if it isn't, you have a connectivity issue and are losing data. Also, check Ping SIM. Ideally, this should be under 200.
Symptoms of a poor connection include (but are not limited to):
You can try to mitigate network lag by playing with your bandwidth. Too high, or too low, a value will result in network lag. For information on how to determine your optimal bandwidth, refer to this page.
Aside from the network issues mentioned above, some programs may inhibit or interfere with a good connection. Some firewall software and anti-virus programs are known to do this. You may want to temporarily disable them and see if the situation improves.
Everything you see has to be drawn by your graphics card. When there is too much to draw, when your computer cannot keep up, you experience client-side lag. Avatar Complexity (formerly called Avatar Render Weight or Avatar Rendering Cost) is part of client-side lag.
Symptoms of client-side lag include jerky or sluggish movement.
There are many things you can do to reduce this, without having to ask people to adapt to you:
Client side lag is local to you. It is a direct result of how powerful your computer is. It is no one else's fault if your computer cannot handle a specific situation. So if you're in a high-lag setting, adapt temporarily as described above.
It must also be pointed out that client side lag does NOT affect things like scripts, at all. It has next to zero impact on a SIM's performance.
Contrary to popular belief, particles do not “lag a SIM'. Their effect on a SIM, on the servers, is in fact close to zero. Particles are almost entirely client-side. They are rendered on your computer, by your graphics card, and in fact, do NOT require a script to keep them going. They need a script to initiate the effect, yes, but afterward the script may be removed and the particle effect will keep going forever - until another script is dropped in to turn them off, or the object is taken or deleted.
If you find that particles are “lagging you”, it is wrong to ask that the effect be stopped. Instead, stop it yourself, on your own computer. That way others who are less affected may continue to enjoy them.
You can disable particles in a number of ways:
Doing any of these things will stop particles “lagging you”. There is no need to ask others to degrade their SL experience on your behalf. Also, again, particles do NOT cause server-side or script lag. Even if the scripts are not removed, a single one uses 0.02ms script time.
Owners of venues that have a “no particles” policy may mean well, but are misinformed. Again, particles do not lag a SIM, and are very easily dealt with client-side as described previously. Those venue owners are aiming at the wrong target in trying to reduce lag: particles aren't it, scripts are - and even more so, moving avatars (see below). You can't remove the avatars, of course, but you can request that they not show up with heavily scripted attachments.
(Having said that, every little bit helps when it comes to reducing script lag, so if you have a particle effect that does not require the script to be in it at all times, remove it.)
Like particles, high avatar complexity does not lag a region; the effect is entirely client-side. The higher the complexity, the greater the client lag it causes. Be aware of your own complexity, so as to try to reduce the lag you cause for others.
Server-side lag is caused by several things, independently. There are two major causes; all others are secondary and negligible. They are, in order of impact on a SIM:
Contrary to popular belief, prims do not lag a SIM - or more precisely, their effect on lag is miniscule compared to the two things mentioned above. Scripted prims cause lag; unscripted ones do not - relatively speaking, of course.
So, if you're going to an event, before you leave for it, check your attachments (hair, shoes, etc.) to ensure that they are unscripted. To those running events, it is strongly suggested that you ask attendees to do these things; a badly lagged SIM affects everyone at the event.
NOTE: As stated earlier, lag caused by physics (primarily avatar movement) is the number one cause of region lag. If physics lag is bad enough, scripts simply will stop running; avatar movement is considered more important than scripts. If there are 40 people at an event, and many are moving about, it will be laggy even if none of those people are wearing scripts.
NOTE: Moving away from a scripted prim will not do anything to reduce the “lag” it may be causing you. Scripts all run on the region server, and therefore, they are “global” to the server. No matter where you are in the region, the effect of that script running - that is, the time taken to run it, and the memory it consumes - will be felt on the entire region.
If you want more detailed information on checking for region lag, read on.
In order to understand region lag better, it helps to have a basic understanding of what is going on.
The simulator software that runs SL regions loops through a sequence of steps, during which it handles the following, among other things:
Each time it goes through the loop, it spends a little time dealing with each of the above: are avatars walking? If so, update their position, make sure they're not trying to go through a wall, and so on. For scripts, give each script a bit of time to run.
This loop is called a frame and runs, or should run, 45 times every second. That means that each iteration of the loop lasts 22.2ms, and that is the total frame time.
You will need to open the Stats window with Shift-Ctrl-1 for this.
Look for Simulator, near the top. click to expand if it isn't. Time Dilation basically says how long 1 second is in the region. Ideally, this should be 1.000, but normally can drop to 0.0097. The smaller the number here, the more lag there is. Then, look at SimFPS and Physics FPS. In a healthy region, these should both be 45.0 (there's the 45 mentioned above, the number of times a second the simulator software executes its loop). If these drop below 45, then the simulator software is unable to run all 45 iterations per second; it is lagged.
Now scroll down to the bottom, to Time; click to expand, if it isn't. This shows how much time is taken by each of the tasks the simulator needs to do in each Frame (for info on what each value means, refer here).
Total frame time should be 22.2ms, ideally (remember, that's how long each frame runs). The first value to look at is Spare time. This tells you whether the region is lagged or not. The higher the spare time, the better. If you have 0.001 ms here, then the region is lagged.2) The values between Total frame time and Spare time will give an indication of what is causing the lag. For example, high script time will mean that the region has script lag.
For documentation on the old Phoenix viewer, please click here.
You can join SecondLife via the web page given here:
If you want to invite friends to join, then please do share the link above with them.
Help for those new to Second Life may be found here.
If you need help with Firestorm viewer, please refer to this page for the many ways in which you can get help. We also offer classes on how to use the viewer. See this page for the schedule and in-world locations.
The Firestorm Gateway is a Community Gateway for new residents coming into Second Life where we provide a safe and welcoming learning environment. Help is freely given for users on any viewer by our Helper volunteers.
New Helper Applicants are required to go through a process that includes filling out an application (which requires some knowledge of the Gateway regions) and following through a series of steps and training. The final step would be an interview with the Gateway HR Manager at which time both sides would discuss and determine if being a volunteer helper is right for you. You will receive your HUD and follow with a 30 day probation period.
Previous Gateway Helpers that have left the team for any reason: If you have been gone longer than 6 months or more you will need to start the process over again and reapply. If you have been gone for 3 - 6 months, you will need to contact the Gateway HR Manager about coming back. If you are accepted back this will likely include a brief interview and a retake of part of your helper training. If you have been gone under 3 months and are accepted back, you can begin as a helper again after reading through any changes that have been made in your absence.
Applications for Helper at the Firestorm Gateway are in the Social Building at Firestorm Social Island. Look for the little red mail box, the box with applications is beside it. Applications can be dropped in that mail box when completed.
In simple terms, the cache is where information is stored on your computer that allows things to load faster than if you have to download it from the server. In more detail:
In SL-relevant lay terms, the cache is a time-saving device. When you need to see a texture in SL or get something from your inventory, it happens more quickly if the item is already cached than if you need to download that asset from the SL servers. If you wander into an area with a lot of textures you don't already have cached, it'll take some time for your computer to capture them all and store them in your cache. Under normal circumstances, you want to leave those textures there (that is, don't clear cache) so that the next time you're in that location, you don't have to wait for everything to download again — it'll already be available to you on your hard drive. Same with inventory. When your inventory cache is full and not experiencing any issues, then when you log in to SL, all your inventory will be right there. If it's been cleared, then you have to wait for everything to get fetched from the SL servers again before you can see it and use it. For a more technical explanation, see http://en.wikipedia.org/wiki/Cache.
It is commonly believed that clearing cache can help with a multitude of issues, but really it's only helpful for a handful. We do not recommend clearing cache unless you are having an issue that cannot be solved by other means.
We get asked a lot about what to set cache size to; the simple answer is to set it to the maximum possible in the viewer, as long as you have room on your hard drive. In Firestorm, the cache size can be increased to 9,984 MB. We do have a way to allow you to have a larger cache, but it requires extra hardware and software. If you are interested please see Squid Proxy Cache
Be picky about why and when you clear your cache. Clearing cache doesn't fix everything. In fact, it doesn't fix nearly as many problems as many people seem to think. And doing it when it's unnecessary has its drawbacks, including slower initial rez times and excess bandwidth being pulled, which can create sim lag. “Clear your cache” is something we'll recommend ONLY if the problem appears to be cache-related: that is, pertaining to textures or, once in a while, inventory. A full cache is almost always better than an empty one. Here is a basic “DO” list:
Don't clear cache as a matter of routine maintenance. If there isn't something actually wrong with your cache, then this does nothing beneficial.
Don't clear it for problems unrelated to the cache. For example, it won't help for:
There are some exceptions (e.g., crashes related to textures), but in many cases, other causes are more likely, and clearing cache doesn't have to be the first measure. The list above is by no means exhaustive; its purpose is to provide an idea of how many common issues are unrelated (or only occasionally related) to cache.
Note that often, only part of your cache needs to be cleared. While you can clear your full cache by clicking the button in Preferences, it is not hard to perform the needed part of the cache clear manually. You can find your cache folder by going to Preferences and then Network & Files → Directories. Click the “Open” button alongside the path to your cache files location. In there you'll see some files ending with .inv.gz – these are your inventory cache files – and a folder containing your texture cache. More information is here for Firestorm.
And that is indeed a million dollar question! Lag is pervasive in SL, and there is no such thing as a “lag free SIM” - except one that is completely empty.
Before this can be answered, it is first vital to understand what lag is exactly, so please refer to this page for an explanation of the 3 forms of lag.
If you find yourself being badly lagged, there are things you can do to reduce the effects of two of the three types: client and network. You can only reduce server side lag if you own or rent the parcel or region being affected by it.
This is the most common of lag you will experience in SL. And you can do a great deal about it, without requiring that others do anything, and most of it simply entails reducing your graphics settings. Try these one at a time; sometimes just one or two will be enough to make things significantly better. Also, they are not given in order: in different situations, some will be better solutions than others.
Graphics settings changes that may help:
These things will reduce the “quality” of your SL experience, but they may be required if you find that your movement is badly impaired by client side lag.
System issues to check:
Windows 10: Check to see if your computer is downloading updates in the background or running defragging operations.
If you own or rent a home, or a public venue, there are things you can do to reduce client lag for yourself and others without overly sacrificing the “feel” of the location. For example:
Another common cause of lag is your network connection. You may even have a high speed connection, but if you have set your bandwidth too low or too high in Firestorm, you will be causing lag for yourself.
Determining the optimal value for bandwidth in Firestorm is explained on on this page.
Other things that are known to affect connection speeds are firewalls and anti-virus software. So if you still experience network-related lag, you can try disabling these, temporarily, and seeing if things improve. If they do, then you may want to consider replacing firewall and/or anti-virus software.
In SL, you can reduce bandwidth usage (and thus network lag), by looking for and identifying items which cause frequent updates between client (the viewer) and SL servers. Many objects cause such updates; some you will need or want to keep, but you may be able to eliminate others.
To get a visual indication of what objects cause updates, go to top menu, Develop → Show info → Show Updates to Objects. (Press Ctrl-Alt-Q to enable Develop on the top menu, if it isn't.) This will enable colored trails above objects that are updating. Each color has a different meaning1):
You can disable showing of updates by unchecking the setting mentioned above: Develop → Show info → Show Updates.
Objects that update are generally (but not always) scripted. However, many scripted objects do not constantly generate updates. For example, a scripted chair that is not in use, is “idle”. It does nothing, and therefore isn't generating netwrok traffic.
NOTE: Some effects are in-world only; they cause things to change visually but are handled entirely by the client, thus do not create any network (or region) lag. These include: particles, texture animation, client-side rotation.
If you own or rent a parcel or region, then there are many things you can do to help reduce server lag. Here is a partial, incomplete list:
This tab is used to help diagnose and resolve problems the region might be experiencing, particularly region/server lag.
The top three check boxes disable vital functions of the region; do not use them lightly! They can serve not only to try to identify potential problems with objects on the region, but also as emergency measures to combat griefing.
Object return allows you to return all objects owned by a given person. This is useful in griefing situations, but use with extreme care, select the name carefully as there is no way to undo this!
The next two buttons display lists of objects, which can be used to find any that might be causing excessive region lag:
The last two buttons concern region restarts:
Several creators recommend specific settings in order for you to be able to better see their products. Sadly, some of these recommendations will lead to many people crashing more. For example, go to the top menu, Advanced → Debug Settings (press Ctrl-Alt-D to enable Advanced, if it isn't):
If you are advised to raise LOD above 4, please disregard that advice.
Similarly, there is a notecard going round which suggests settings to prevent graphics crashes. Sadly, those settings can often result in perfectly ordinary content refusing to render. So if you have changed debug settings per such a notecard, revert them.
For both the cases above, should you not remember what settings you changed, then proceed as follows:
If you are getting the error in the title, then please refer to this page, this page or this page for those using Intel graphics for possible solutions.
With thanks to Skua Sarrasine for having found the first of these.
Symptom:“This is a bug thats only experienced with Firestorm running. Basically, at seemingly random, but very infrequent times, my dual screens will bug out, producing two displays of solid colour, randomly. Sometimes Windows will return saying it recovered from an error code 7 or 3.”
Some research turned up this for error code 7; it suggests setting physX to CPU. And that seems to have solved the issue.
Note also the (apparent) interaction with Chrome.
This is a known issue with Windows 7, 8.1, and 10 with a 64-bit operating system; it affects other programs in addition to Second Life viewers.
Please try the following - but NOT while logged in.
If you find the Firestorm seems to freeze up every so often, then try these things, one at a time, testing after each one:
For additional suggestions, see the page on Severe Lag.
The Firestorm viewer has a built-in AO (Animation Overrider). This makes the use of scripted AOs unnecessary, which in turn reduces the amount of scripts you wear, and so server-side lag.
The AO is accessed via a button on the bottom button bar.
The AO is activated by clicking the button labeled AO; it will show pressed down, as in the image above. To disable it, press the button again, and it will appear released.
To the right of this is an up arrow. Clicking that pops up a small window, the mini AO view, which gives quick and easy access to a few basic functions, such as moving from one stand animation to another, toggling sit overrides and loading a new set of animations. Clicking this same button again will close the window.
This small window has a screwdriver-wrench icon; clicking that opens the AO window to its largest size, allowing full control of the AO.
A brief glossary of terms as they are used here.
Basic functions of the AO can be accomplished via the mini AO view shown below.
For greater control over the AO, click the Screwdriver-Wrench icon; this will open the AO window to maximum size. It looks like this.
If you own a scripted AO, the type worn as an HUD attachment, you can transfer it to the client AO quite easily. You may follows these steps to do so. Multiple AOs can be loaded, and you can switch from one to another simply by selecting the set within the Firestorm AO.
NOTE: The notecard must be in standard ZHAO II format, or in Oracul format. Most AO creators support ZHAO II so you should not run into issues. However, it must be noted that some major vendors have extended the ZHAO II format, and thus their AO notecard will need to be edited before they can be used in the Firestorm AO. Similarly, older AOs which use the old ZHAO format will have to be converted.
NOTE: The notecard must be in the same fodler as the animations, or it will not load. Once imported, the Firestorm client AO creates a new special folder: #Firestorm → #AO. This folder is protected - meaning, it cannot be deleted, nor items removed from it 2) . Inside that, are several more folders, containing links to the original animations. So do not delete the original animations used or the AO will “break”.
Follow these steps if you are in a location where you can build; if requires the ability to rez out.
You can follow these steps if you are unable to rez the AO out in-world, for whatever reason.
As noted above, the Firestorm AO supports notecards in the standard ZHAO II format. Here is an example of what such a notecard looks like:
[ Standing ]vAStand01DANGER|VAStand05_DANGER_F|VAStand02_DANGER|VAStand06_DANGERe [ Standing ]VAStand04_DANGER|VAStand06_iDANGER|VAStand07_DANGER3|VAStand08_DANGER30 [ Standing ]VAStand09_DANGER|vAStand11_DANGER|VAStand12_DANGER|VAStand13_DANGER|VAStand14_DANGER [ Walking ]08WALKDANGER|DANGERMIXWALK1|DANGERMIXWALK2.3 [ Sitting ]sit01DANGER|sit02DANGER|sit03DANGER|sit04DANGER|sit00DANGER [ Sitting On Ground ]sitgDANGER01|SitGDANGER2|sitgDANGER3 [ Crouching ]crounch02DANGER|VAmocCROUNCH3 [ Crouch Walking ]vAFLIPWALK2 [ Landing ]landing2DANGER|Landing_Jump03_AN [ Standing Up ]vA_boxerlanding1 [ Falling ]fall_VA_fly3 [ Flying Down ]vA_DangerFlyDown [ Flying Up ]vA_DANGERflyUp [ Flying ]vA_DangerFly|VAmocFLIGHT2 [ Flying Slow ]vAmocFSLOW [ Hovering ]vA_DANGERhover_v02 [ Jumping ]jump02DANGER|jump_Jump03_AN [ Pre Jumping ] v3_VA_Prejump|preJump_Jump03_SL [ Running ]vISTARUN [ Turning Right ]vATURNR [ Turning Left ]vATURNL [ Floating ]fLOAT [ Swimming Forward ]vA.DIVE [ Swimming Up ] [ Swimming Down ] [ Typing ]typex
Notice how the animation state is in brackets, followed by each name of the animation separated with a pipe character “|”. Lines should not be longer than 255 characters, and in the example above, the animations in the Standing group have been broken up into several lines so they are shorter and easier to read.
NOTE: It is best to delete any/all lines containing comments, before loading into the client AO. Comment lines usually start with a # character.
There is no need to have a prepared AO with a notecard to create an AO in Firestorm; you can “roll your own” if you have animations to use.
You should have the AO window at maximum size, as shown above.
The Firestorm AO was designed before bento came onto the scene. Therefore, while it fully supports bento animations that affect the entire avatar, it doesn't necessarily support partial animations. This because it wasn't designed to handle multiple animations running at the same time.
Specifically, it seems to work very well when used with animation HUDs for bento heads and hands, but it may cause the avatar to lock up when used with HUDs for bento wings or tails. If you do find that you lock up, you will need to revert to using a scripted AO for all animations.
Other options related to the Firestorm AO.
The AO may also be controlled by scripts. This can be very handy for those who wear collars, for example. For more information on how to implement this, see this page.
Por favor ten paciencia, este wiki está en construcción. Agradecemos a nuestros usuarios por su paciencia y comprensión..
Muchas Gracias,
The Phoenix Viewer Project, Inc
Nota: Esta documentación está (en su mayoría) actualizada a la Preview 3, o para nuestra Beta pública de Firestorm Mesh
(en inglés por el momento)
Los siguientes videos son acerca del AO de Firestorm:
Per le informazioni di base e come ottenere aiuto, click here.
This page covers issues and problems which you might encounter with Firestorm.
The topics here are divided into issues which are directly related to the viewer, and those which are really SL issues or bugs.
Should this not be helpful, then please contact support. The best place to get fast help is in one of the in-world groups. Otherwise, you may contact any of our support team. We will do our best to assist you.
If you believe you have found a genuine bug - or have a feature request, then you can file a JIRA.
For an introduction to the basics of troubleshooting, please refer to this page.
Phoenix has some video tutorials on YouTube; you may want to visit and bookmark the Phoenix Viewer channel.