feat(trackerobjects): bind trackers to spawned props#829
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## Summary Follow-up to #830. The Select / Teleport / Remove buttons on the Library's Instantiated tab were rendering their icons at the full 80×80 button area, so the icon strokes ran right up to (and sometimes past) the colored bevel edges. The row's left-side status icons (which use `PE Image Simple Square`) don't have this problem — that prefab insets the icon RectTransform with `sizeDelta: -30`, leaving a 15px margin on each side. This PR applies the same `sizeDelta: -30` to the three row-action button icons after `SetIcon`, so their padding matches the status-icon column. Four lines: one comment + three identical inset assignments. ### Before vs after In an 80×80 button, the icon's effective render area goes from `80×80` (filling the button) to `50×50` (inset by 15px on each side, centered). <img width="1038" height="87" alt="{D00B40D1-E2C8-442F-B73B-9B39E1F8E0F1}" src="https://github.com/user-attachments/assets/2c11efcc-f40a-4fea-9753-60116e6fa003" /> ### Attribution Bug discovered by @Mr-Zero88 ## Required checks All boxes below must be ticked before this PR can merge. If a check is genuinely N/A, tick it anyway and explain under **Notes**. <!-- required-checks-start --> <!-- Tick the boxes in place — do not edit the line text. The pr-checklist workflow parses this block; per-PR context goes under Notes. --> - [x] **Tested** — I built and ran this locally. The change works in the editor and (where relevant) in a built player. - [x] **Transform access is combined and limited** — In hot paths, transform reads/writes go through `TransformAccessArray` or are otherwise batched. I have not added per-frame `transform.position` / `transform.rotation` / `transform.localPosition` calls inside loops. Whenever I need both position and rotation, I use the combined APIs — `SetPositionAndRotation` / `SetLocalPositionAndRotation` for writes, `GetPositionAndRotation` / `GetLocalPositionAndRotation` for reads — instead of two separate property accesses; the combined call does one local-to-world matrix traversal instead of two. - [x] **Addressables used for asset/memory loading** — Any new asset loads go through Addressables. No new `Resources.Load`, no direct asset references that pull large content into memory on scene load. - [x] **No new `GetComponent` / `AddComponent` where avoidable** — Where unavoidable, the result is cached on a field, and any `GetComponent<T>` is replaced with `TryGetComponent<T>(out var x)` — bare `GetComponent` will be denied. `TryGetComponent` is the modern API (Unity 2019.2+) and skips the Editor-only GC allocation `GetComponent` causes when a component is missing: Unity wraps the `null` return in a managed "fake null" object so its overloaded `==` operator can still detect destroyed C++ objects, and constructing that wrapper allocates; `TryGetComponent` returns a `bool` plus `out` parameter and never builds the wrapper. None of these calls run inside `Update`, `LateUpdate`, `FixedUpdate`, jobs, or other per-frame code paths. - [x] **Per-frame work is scheduled through `BasisEventDriver`** — Any new per-frame work hooks into `BasisEventDriver` rather than adding standalone `Update` / `LateUpdate` / `FixedUpdate` callbacks on a MonoBehaviour. - [x] **Considered jobification** — I asked whether this work can be moved to a Unity Job (Burst-compiled where possible). If it can, it is. If it cannot, the reason is in **Notes**. - [x] **No needless `{ get; set; }` properties or access lockdowns** — Public fields are fine; Basis is meant to be read and modified freely, so don't wall things off `private`/`internal` without a real reason. Don't wrap a field in `{ get; set; }` when the accessors do nothing — property accessors have a real performance cost vs direct field access, and the lead maintainer prefers plain fields (or a method / setter-only property when only the setter needs logic) over a noop-getter pair. For `.Instance` singletons, callers reassigning `Type.Instance` is allowed; if that would break your code, log a warning or throw — don't block the assignment. Locking down access is not your call. - [x] **Camera access goes through `BasisLocalCameraDriver`** — Code that needs the local camera (transform, projection, rig data, etc.) pulls it from `BasisLocalCameraDriver` rather than looking one up itself. Don't roll a separate camera discovery path. - [x] **Logging uses `BasisDebug`** — All new logging calls go through `BasisDebug.Log` / `BasisDebug.LogWarning` / `BasisDebug.LogError` (with an appropriate `LogTag`) instead of `UnityEngine.Debug.Log` / `Debug.LogWarning` / `Debug.LogError`. `BasisDebug` routes through Basis's tagged, color-coded logger and respects the project-wide `LoggingDisabled` toggle so logging can be killed at runtime; bare `Debug.Log` calls bypass that and will be denied. - [x] **No scene-wide discovery for dependencies** — New code is architected so it does not need `FindObjectOfType` / `FindObjectsOfType` / `GameObject.Find` / `FindGameObjectsWithTag` to locate what it depends on. References are wired in — registered through an existing manager/driver, injected at init, or passed in by the caller — rather than discovered by scanning the scene at runtime. If a scene scan is genuinely unavoidable, justify it under **Notes**. - [x] **No allocations in hot paths** — Per-frame code (Update / LateUpdate / FixedUpdate, simulation loops, jobs, anything called once per frame or more) does not allocate. No `new` on reference types, no LINQ, no `string` concatenation/interpolation, no boxing, no `foreach` over interface-typed collections. Allocate once at init and reuse the buffer. - [x] **No debugging in hot paths** — No log calls of any kind on per-frame paths, including `BasisDebug`. Hot-path logging floods the console and incurs cost on every frame regardless of whether the message is filtered out downstream. If a hot-path log is needed while iterating, gate it behind `#if UNITY_EDITOR` and remove (or leave gated) before merge. - [x] **Hot-path collection access is optimized** — Cache `.Count` (lists) / `.Length` (arrays) into a local `int` before the loop instead of re-reading the property each iteration. Prefer `T[]` (with a separate length int when the array is over-sized) over `List<T>` where the data is hot — Unity's mono BCL doesn't expose `CollectionsMarshal.AsSpan(List<T>)`, so a list can't be fed into `Span<T>` / unsafe paths cleanly. Where the perf justifies it, drop into `Span<T>` / `ref` locals / `Unsafe.As` / `unsafe` pointer code to skip bounds checks and copies, and call out the invariants you're relying on under **Notes** so reviewers can sanity-check them. <!-- required-checks-end --> ## Testing details Tick the platforms you actually tested on. Leave the rest unticked — these are informational and do not block merge. - [x] Windows - [ ] Linux - [ ] Android - [ ] iOS - [ ] macOS Input / control mode coverage: - [ ] Tested in VR (note headset under **Notes**) - [x] Tested in desktop / non-VR mode - [ ] Tested with phone controls (mobile touch input) - [ ] N/A — change does not touch player/XR/input code Where applicable, confirm these flows still work after your changes: - [ ] Hot-switching (desktop ↔ VR mode swap at runtime) - [ ] Avatar swapping - [ ] Server swapping (joining / leaving / changing servers) - [x] N/A — change does not touch any of the above ## Notes - **Required-check N/A justifications.** Trivial UI fix — three `RectTransform.sizeDelta` assignments inside `LibraryProvider.CreateListEntry`. No transform/per-frame/job/camera/logging/discovery/hot-path code touched. - **Trackerobjects follow-up.** PR #829 (`feat/trackerobjects`) has the same icon pattern on its Assign/Unbind button — a matching one-liner will land there once this merges, so the Library row stays visually consistent across all four icon buttons.
Adds com.basis.trackerobjects, a runtime package for binding a VR tracker to a user-spawned prop. The binding drives the prop's transform from the tracker's pose each frame. Public surface (BasisTrackerObjectManager): - TryCreateBinding(BasisInput, Transform, string netID, out BasisTrackerBinding) - TryRemoveBinding(string id) - TryGetBindingByLoadedNetID(string netID, out BasisTrackerBinding) Each BasisTrackerBinding holds the device + target and re-asserts isKinematic = true each frame on the bound rigidbody so BasisObjectSyncNetworking can't reset it back to dynamic mid-session. v1 spec at Packages/com.basis.trackerobjects/REQUIREMENTS.md.
Adds com.basis.integration.trackerobjects, a UI integration package that wires com.basis.trackerobjects into the Library window's Instantiated tab. Each prop or avatar row gains a fourth blue StandardButton with a link/unlink icon — click opens a tracker picker dialog, click again on a bound row removes the binding. Framework hook: adds the static LibraryProvider.OnInstanceRowCreated event so the integration package can append the button mid-row without LibraryProvider needing to know about the trackerobjects package directly. Scoped to user-owned spawns: scene-mode and embedded instances are skipped (no rigidbody to drive, not user-owned).
…brary row padding Mirrors the inset applied to Select / Teleport / Remove in LibraryProvider.cs (PR landing alongside this in fix/library-icon-padding): sizeDelta -30 on the icon RectTransform so the link/unlink strokes sit comfortably inside the bevel, matching the row's status-icon column.
The spec was implementation-only scaffolding and is no longer needed now that the package is in place.
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Pending anyone with a real tracker that can test this. |
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Adds two new packages under
Basis/Packages/:com.basis.trackerobjects— staticBasisTrackerObjectManagerbinding a tracker's pose to an arbitrary spawned-prop GameObject. Per-frame pose drive onBasisLocalPlayer.AfterSimulateOnRenderreads the tracker's world pose, applies a snapshot-on-bind offset, writes the prop's transform. Pickup-veto viaBasisPickupInteractable.CanHoverInjected/CanInteractInjectedwhile bound; kinematic captured and restored on unbind; binding auto-clears viaBasisRuntimeSpawnRegistry.OnRegistryChangedwhen the prop's spawn instance is removed.com.basis.integration.trackerobjects— bridge package adding an Assign/Unbind button to instantiated-object rows in the library menu (between Select and Teleport) and aDialogBox<BasisInput>tracker picker. Pattern mirrorscom.basis.integration.audiolink. Two-package split keeps the runtime free of UI dependencies and avoids an asmdef cycle (trackerobjects → framework already; framework → trackerobjects would loop).Framework changes are minimal: a new static
LibraryProvider.OnInstanceRowCreatedevent (one declaration + one invocation between Select and Teleport) other packages can subscribe to, and six English localization keys (library.assignTracker,library.unbindTracker,library.trackerPicker.*) for the new UI.Use cases per the spec (full doc at
Packages/com.basis.trackerobjects/REQUIREMENTS.md): physical prop tracking — e.g., a tracker chip stuck to a juggling ball — and assigning a tracker to a real-life dolly system that can drive the handheld camera.Required checks
All boxes below must be ticked before this PR can merge. If a check is genuinely N/A, tick it anyway and explain under Notes.
TransformAccessArrayor are otherwise batched. I have not added per-frametransform.position/transform.rotation/transform.localPositioncalls inside loops. Whenever I need both position and rotation, I use the combined APIs —SetPositionAndRotation/SetLocalPositionAndRotationfor writes,GetPositionAndRotation/GetLocalPositionAndRotationfor reads — instead of two separate property accesses; the combined call does one local-to-world matrix traversal instead of two.Resources.Load, no direct asset references that pull large content into memory on scene load.GetComponent/AddComponentwhere avoidable — Where unavoidable, the result is cached on a field, and anyGetComponent<T>is replaced withTryGetComponent<T>(out var x)— bareGetComponentwill be denied.TryGetComponentis the modern API (Unity 2019.2+) and skips the Editor-only GC allocationGetComponentcauses when a component is missing: Unity wraps thenullreturn in a managed "fake null" object so its overloaded==operator can still detect destroyed C++ objects, and constructing that wrapper allocates;TryGetComponentreturns aboolplusoutparameter and never builds the wrapper. None of these calls run insideUpdate,LateUpdate,FixedUpdate, jobs, or other per-frame code paths.BasisEventDriver— Any new per-frame work hooks intoBasisEventDriverrather than adding standaloneUpdate/LateUpdate/FixedUpdatecallbacks on a MonoBehaviour.{ get; set; }properties or access lockdowns — Public fields are fine; Basis is meant to be read and modified freely, so don't wall things offprivate/internalwithout a real reason. Don't wrap a field in{ get; set; }when the accessors do nothing — property accessors have a real performance cost vs direct field access, and the lead maintainer prefers plain fields (or a method / setter-only property when only the setter needs logic) over a noop-getter pair. For.Instancesingletons, callers reassigningType.Instanceis allowed; if that would break your code, log a warning or throw — don't block the assignment. Locking down access is not your call.BasisLocalCameraDriver— Code that needs the local camera (transform, projection, rig data, etc.) pulls it fromBasisLocalCameraDriverrather than looking one up itself. Don't roll a separate camera discovery path.BasisDebug— All new logging calls go throughBasisDebug.Log/BasisDebug.LogWarning/BasisDebug.LogError(with an appropriateLogTag) instead ofUnityEngine.Debug.Log/Debug.LogWarning/Debug.LogError.BasisDebugroutes through Basis's tagged, color-coded logger and respects the project-wideLoggingDisabledtoggle so logging can be killed at runtime; bareDebug.Logcalls bypass that and will be denied.FindObjectOfType/FindObjectsOfType/GameObject.Find/FindGameObjectsWithTagto locate what it depends on. References are wired in — registered through an existing manager/driver, injected at init, or passed in by the caller — rather than discovered by scanning the scene at runtime. If a scene scan is genuinely unavoidable, justify it under Notes.newon reference types, no LINQ, nostringconcatenation/interpolation, no boxing, noforeachover interface-typed collections. Allocate once at init and reuse the buffer.BasisDebug. Hot-path logging floods the console and incurs cost on every frame regardless of whether the message is filtered out downstream. If a hot-path log is needed while iterating, gate it behind#if UNITY_EDITORand remove (or leave gated) before merge..Count(lists) /.Length(arrays) into a localintbefore the loop instead of re-reading the property each iteration. PreferT[](with a separate length int when the array is over-sized) overList<T>where the data is hot — Unity's mono BCL doesn't exposeCollectionsMarshal.AsSpan(List<T>), so a list can't be fed intoSpan<T>/ unsafe paths cleanly. Where the perf justifies it, drop intoSpan<T>/reflocals /Unsafe.As/unsafepointer code to skip bounds checks and copies, and call out the invariants you're relying on under Notes so reviewers can sanity-check them.Testing details
Input / control mode coverage:
Where applicable, confirm these flows still work after your changes:
Notes
BasisInputGameObject — no real SteamVR/OpenXR puck available locally. Verified flows: bind → prop follows tracker; moving the tracker GameObject in the hierarchy moves the prop; unbind → prop falls cleanly to the floor as kinematic restores; removing the prop via the library Remove button while bound clears the binding silently with no errors; Scene view stays stable (no flicker from kinematic-toggle races).Camera.mainlookups, no rig data needed, picker usesLibraryProvider.panel(aBasisMenuPanel) which is unrelated.TransformAccessArrayjob per frame would cost more than the loop saves. The body lifts cleanly intoIJobParallelForTransformif the binding count ever grows substantially.BasisObjectSyncNetworking.Awake()andControlState()both flipisKinematic = falseon locally-owned props, andControlStatere-fires on ownership-transfer events long after bind. A one-shot kinematic set at bind got clobbered, with physics motion between writes showing up as Scene-view flicker even when Game view stayed clean. Fix is inOnAfterSimulateOnRender— one bool set per binding per frame, documented inline. Worth flagging for any other tracker-driven systems that share the same pattern.