A lightweight, reusable floating fairy-light marker for Second Life that highlights interactive spots using soft particles, motion, and color cycling.
Designed to draw attention without breaking immersion.
- Proximity-based activation using
llSensorRepeat - Automatically hides when avatars are too close
- Smooth floating motion with gentle bobbing
- Twinkling particle effect with animated color cycling
- Designed to work without modifying existing objects
- Minimal setup and easy duplication across a sim
- Appears when an avatar is within range
- Disappears when the avatar is very close to the interaction spot
- Particles softly pulse and shift through complementary colors
- Motion and color work together to subtly draw attention
- Rez a small prim where you want to highlight an interaction spot
- Drop the script into the prim
- Optionally add a particle texture and set it in the script
- Position the prim slightly above or near the interaction area
All key settings are located at the top of the script:
float DETECTION_RADIUS = 6.0;
float HIDE_RADIUS = 1.2;
float SCAN_INTERVAL = 0.5;
float BOB_AMOUNT = 0.08;
float BOB_SPEED = 0.8;
float TWINKLE_SPEED = 1.2;float DETECTION_RADIUS = 6.0;Distance at which the marker becomes visible.
float HIDE_RADIUS = 1.2;Distance at which the marker hides again when avatars are very close.
float BOB_AMOUNT = 0.08;
float BOB_SPEED = 0.8;Controls how much and how fast the marker floats up and down.
float TWINKLE_SPEED = 1.2;Controls how quickly the color cycle and pulse effect runs.
The marker cycles through a palette of complementary colors designed to stand out in different environments.
list colors = [
<1.000, 0.72, 0.86>,
<0.92, 0.70, 1.000>,
<0.72, 0.86, 1.000>,
<0.78, 1.000, 0.90>,
<1.000, 0.86, 0.76>
];You can customize this list to match your sim theme.
string PARTICLE_TEXTURE = "";Set this to a texture in the object inventory for improved visuals.
If left blank, the default particle is used.
- Shape: Sphere
- Size: Small such as
0.10 x 0.10 x 0.10 - Glow: Optional and subtle
- Transparency: Full Transparency
- Place slightly above or in front of the interaction area
- Avoid placing directly inside dense meshes where particles may clip
- Keep placement consistent across your sim to teach users the visual language
- Works well for hidden or subtle interaction points like:
- Berry bushes
- Picnic spots
- Scenic overlooks
- Romantic seating areas
- Uses
llSensorRepeatfor efficient nearby avatar detection - Avoids scanning the entire region
- Designed to scale well with multiple instances
Please retain all credits and comments within the script.