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feat(library): icon-based row-action buttons on Instantiated tab#830

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BasisVR:developerfrom
towneh:feat/library-icons
May 22, 2026
Merged

feat(library): icon-based row-action buttons on Instantiated tab#830
dooly123 merged 1 commit into
BasisVR:developerfrom
towneh:feat/library-icons

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@towneh towneh commented May 22, 2026

Summary

Replaces the text-labeled Select / Teleport / Remove buttons on each row of the Library's Instantiated tab with icon-only colored beveled squares (80×80). The three buttons preserve their previous semantic hierarchy via the existing AcceptButton (green) / StandardButton (blue) / CancelButton (red) prefab styles.

User-affecting changes

  • Buttons are icon-only. The existing localization keys (library.select, library.deselect, library.teleportTo, library.remove) remain in the locale files for future tooltip / a11y use, so no translations are lost.
  • Buttons are hidden (not just disabled) for scene-mode and embedded instances. Previously these rendered as disabled buttons that still occupied row width and added visual noise. The underlying scene-unload code paths in the OnClicked handlers are intentionally left in place so the functionality can be exposed via a different UI surface later — only the library-window entry point goes away.

Sprite additions (com.basis.sdk)

Sprite Source Status
scan-outline.png Ionicons new
link-outline.png Ionicons new, consumed by follow-up trackerobjects integration PR
unlink-outline.png Ionicons new, consumed by follow-up trackerobjects integration PR
trash-bin-outline.png already on disk newly registered as addressable in the Basis UI Assets group

All sprites match the existing project icon convention: white-stroke RGBA at 512×512 on transparent background. Source: https://github.com/ionic-team/ionicons (MIT). PNGs rendered from the upstream SVGs.

API additions

Five new entries on AddressableAssets.Sprites: Select, TeleportTo, Trash, Link, Unlink. TeleportTo aliases the existing Teleport.png (was only exposed via Respawn before). Link and Unlink ship here for the follow-up trackerobjects integration package PR to consume.

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.

  • Tested — I built and ran this locally. The change works in the editor and (where relevant) in a built player.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.

Testing details

Tick the platforms you actually tested on. Leave the rest unticked — these are informational and do not block merge.

  • Windows
  • Linux
  • Android
  • iOS
  • macOS

Input / control mode coverage:

  • Tested in VR (note headset under Notes)
  • 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)
  • N/A — change does not touch any of the above

Notes

  • Required-check N/A justifications. This is a UI-only change: row-button restyling plus a few new addressable sprite entries. No transform access, no per-frame work, no jobification candidates, no camera access, no new logging, no scene-wide discovery, no hot-path code, no GetComponent/AddComponent additions, no { get; set; } lockdowns. Existing TryGetComponent<Button> calls in LibraryProvider.CreateListEntry are retained unchanged. The required-checks boxes are ticked because the project's checklist rule is to tick + explain N/A items here; they aren't claims that the diff exercised those code paths.
  • Verified live in the editor. Buttons were iterated visually across multiple in-game reviews — caption crowding, icon stroke colour (white to match the existing Ionicon set), and the colored-bevel vs Hotbar layout were all tightened based on what rendered correctly on a real avatar + prop spawn.
  • Scene/embedded unload code paths intact. The OnClicked handlers for Teleport and Remove still contain their original case SpawnMode.Scene branches and the case SpawnMethod.Embedded fall-through label — the early return at the top of CreateListEntry simply prevents this UI surface from ever reaching them. Those code paths predate this PR and may want to be surfaced via a different UI (a moderator panel, perhaps) in a follow-up; deliberately not removed here.
  • Follow-up trackerobjects PR depends on this one merging first so that AddressableAssets.Sprites.Link / .Unlink resolve at compile time. Its branch is feat/trackerobjects on this fork; the icon-swap commit on that branch is held back until this lands.

Replaces the text-labeled Select / Teleport / Remove buttons on each
row with icon-only colored beveled squares (80x80). The three keep
their previous semantic hierarchy via the existing AcceptButton
(green) / StandardButton (blue) / CancelButton (red) prefab styles.

User-affecting changes:
- Buttons are now icon-only; the existing localization keys
  (library.select / library.deselect / library.teleportTo /
  library.remove) remain in the locale files for future tooltip /
  a11y use, so no translations are lost.
- Buttons are hidden (not just disabled) for scene-mode and embedded
  instances. The underlying scene-unload code paths in the OnClicked
  handlers are intentionally left in place so the functionality can
  be exposed via a different UI surface later — only the
  library-window entry point goes away.

Adds five sprite entries on AddressableAssets.Sprites: Select,
TeleportTo, Trash, Link, Unlink. TeleportTo aliases the existing
Teleport.png; Trash registers the on-disk trash-bin-outline.png as
addressable; Link and Unlink ship here for the follow-up
trackerobjects integration PR to consume.

Sprite source: Ionicons (https://github.com/ionic-team/ionicons,
MIT). White-stroke RGBA PNGs rendered from the upstream SVGs.
@towneh towneh requested a review from dooly123 May 22, 2026 12:42
@towneh towneh added enhancement New feature or request UI/UX Issue is addressing User Interface/Experience labels May 22, 2026
@dooly123 dooly123 merged commit 5e1cecf into BasisVR:developer May 22, 2026
10 checks passed
@towneh towneh deleted the feat/library-icons branch May 22, 2026 13:26
dooly123 added a commit that referenced this pull request May 23, 2026
## 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.
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