feat(addon): add com.basis.addon.snapcontrols package#816
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towneh wants to merge 1 commit intoBasisVR:developerfrom
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feat(addon): add com.basis.addon.snapcontrols package#816towneh wants to merge 1 commit intoBasisVR:developerfrom
towneh wants to merge 1 commit intoBasisVR:developerfrom
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New addon package providing snap-detent interactables for world creators: rotary controls (knobs, levers, multi-position switches) plus per-marker material highlighting and per-detent activation targets. - BasisSnapPathInteractable: abstract base. Constrains motion to a finite list of discrete snap points along an arbitrary path; tracks the active hand or laser input each frame, finds the nearest snap point, and tweens to that pose when the index changes. Fires OnSnapIndexChanged. - BasisRotarySnapInteractable: arc-geometry subclass. Markers form an arc; rotation axis is derived from marker world positions (cross product of chords). The interactable both translates between markers and rotates by the angle swept between them, so control orientation tracks position around the pivot. - BasisActivationTarget: per-detent on/off attachment with enableWhileActive GameObject toggles and OnActivated/OnDeactivated UnityEvents. - BasisRotarySnapMarkerTint: per-marker material highlight driven by one or more snap-path interactables. Captures the renderer's element-0 material at Awake and swaps to a configured highlight while a source selects the marker. Most-recent source wins when multiple sources highlight simultaneously (e.g. clock hour and minute hands at "12"). - Sample scene "Rotational Snap Example": three-detent throw lever opening a swing door, four-position rotary selector opening one of three sliding doors, three-detent flip switch opening a sliding door. Importable from Package Manager via the package's Samples panel. - Asmdef references Basis Framework, BasisSDK, BasisCommon, and BasisDebug.
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Summary
Adds a new addon package,
com.basis.addon.snapcontrols, with a small set of components for building things that snap between positions — knobs, levers, switches, and so on. The idea is to drop a few markers into a scene and have an object click between them when you grab it.What's in the box:
BasisSnapPathInteractable— the abstract base. Give it a list of markers (transforms); when grabbed it tracks your hand or laser, finds the marker you're closest to, and tweens itself into place. FiresOnSnapIndexChangedwhenever it moves to a new one.BasisRotarySnapInteractable— the concrete subclass for rotary motion. Lay the markers along an arc and the object swings between them around a pivot, rotating to match. The swing axis is worked out from where you put the markers so you don't have to align anything by hand.BasisActivationTarget— a little companion you stick on a marker. Flips GameObjects on/off (or fires UnityEvents) whenever that marker becomes the active one. Handy for "the lamp lights up when the dial points at it" type setups.BasisRotarySnapMarkerTint— paints a marker in a different material while a snap interactable is sitting on it. Can listen to multiple sources (e.g. a clock's hour and minute hands), and the most recent one wins when they overlap.The asmdef autoreferences
Basis Framework,BasisSDK,BasisCommon, andBasisDebug.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
Tick the platforms you actually tested on. Leave the rest unticked — these are informational and do not block merge.
Input / control mode coverage:
Where applicable, confirm these flows still work after your changes:
Notes
N/A boxes. A few of the required checks are ticked only because they don't apply here, not because the code does the thing:
Where the rest land in the code.
SetPositionAndRotation. The one loop that does read marker positions sits inBasisRotarySnapInteractable.FindNearestIndex, runs only while the interactable is held, and walks the marker list once per frame (typical 3–12 entries). I didn't reach forTransformAccessArrayfor that — happy to revisit if you'd rather see it batched.GetComponent/AddComponent: two component lookups in total (BasisActivationTargetfrom the snap-path base,Rendererfrom the marker tint). Both useTryGetComponentand both run atAwake, never per-frame.BasisEventDriver: hooks into the existing interaction system'sInputUpdatecallback. No new MonoBehaviourUpdatemethods.CurrentIndexandIsActiveuse restricted setters ({ get; protected set; }and{ get; private set; }) because outside writes would corrupt internal state. Everything else is plain fields.BasisDebug.LogErrorfor misconfigured snap points, noUnityEngine.Debuganywhere.FindObjectOfType, noFindcalls.InputUpdateandFindNearestIndexare struct-only. The marker tint's listener delegates are allocated once atStartand cached, not per-frame..Lengthis cached to a localintbefore every loop in the hot paths.Other things worth knowing.