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feat(library): optional secondary action button on shareable Library entries#930

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dooly123 merged 4 commits into
BasisVR:developerfrom
yewnyx:feat/library-entry-actions
Jul 11, 2026
Merged

feat(library): optional secondary action button on shareable Library entries#930
dooly123 merged 4 commits into
BasisVR:developerfrom
yewnyx:feat/library-entry-actions

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@yewnyx

@yewnyx yewnyx commented Jul 10, 2026

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Summary

Adds an optional, provider-registered secondary action to Library "Instantiated" entries:

  • BasisShareableEntry gains ActionLabel/Action plus optional ActionConfirmTitle/ActionConfirmBody.
  • The Instantiated tab renders the action as a labeled button beside the remove button; when confirm text is present it goes through the same yes/no DialogBox<bool> flow the remove path uses.
  • BasisShareableRegistry.SetAction(id, label, confirmTitle, confirmBody) flips the presentation after invocation (e.g. Share → Unshare), mirroring SetDetail; a null/empty label removes the button.
  • BasisShareableRegistry.SetSharerName(id, name) updates "shared by …" after registration, for shares whose sharer is identified late.

Generic on purpose: the registering package owns the semantics, the framework just presents it — the same philosophy as the registry itself (add-on packages appear in the Library without the framework referencing them). First consumer is a window share/unshare toggle in an external package. No behavior change for entries that don't set ActionLabel.

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.
  • Anything added to BasisEventDriver is bulletproof, or guarded by try/catchBasisEventDriver runs the single per-frame tick that drives the whole framework (network apply, local player sim, blendshapes, JigglePhysics, nameplates, and more) as one sequential chain. An unhandled exception anywhere in that chain aborts the rest of the tick, so every step after the throwing one is silently skipped for that frame. New work added to the driver must either be guaranteed not to throw, or be wrapped in a try/catch that contains the failure and surfaces it through BasisDebug — logged once / rate-limited, never every frame (see the existing HVRBasisBuiltInAddresses.Simulate() guard for the pattern). Expect this to be scrutinized closely in review.
  • 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

What was tested: exercised end-to-end on Windows (desktop and VR) via the first consumer — an external package registering a window share/unshare toggle: button renders on Instantiated entries, confirm dialog gates the action, SetAction(id, null) removes the button, SetSharerName updates the "shared by" line, and entries without an ActionLabel are unchanged.

Why several required checks are N/A: this change adds no per-frame or hot-path code. The button is constructed once when the Library's Instantiated list is (re)built (same place the existing remove button is created), and the action/dialog code runs only on user click. Accordingly:

  • Transform access / per-frame scheduling / BasisEventDriver / hot-path allocation / hot-path logging / hot-path collections — N/A; nothing here runs per frame.
  • Jobification — N/A; this is event-driven UI construction and a click handler, nothing computational to move into a job.
  • Addressables — no new asset loads; the confirm dialog reuses the already-referenced AddressableAssets.Sprites.Information sprite, same as the existing remove-confirm flow.
  • GetComponent / camera access / scene discovery / logging — none added; dependencies flow through the existing BasisShareableRegistry registration pattern.
  • No needless properties — new API surface is plain public fields on BasisShareableEntry, matching the existing fields and the repo's preference.

🤖 Generated with Claude Code

yewnyx added 2 commits July 10, 2026 09:41
BasisShareableEntry gains ActionLabel/Action plus optional
ActionConfirmTitle/Body, and the Instantiated tab renders it as a
labeled button beside the remove button — with the same yes/no DialogBox
flow the remove path uses when confirm text is present. Registry gains
SetAction(id, ...) for flipping the presentation after invocation
(e.g. Share -> Unshare), mirroring SetDetail.

Generic on purpose: the registering package owns the semantics, the
framework just presents it — same philosophy as the registry itself
(add-on packages appear in the Library without the framework
referencing them). First consumer is com.lattice.basis's window
share/unshare toggle.
SetSharerName updates "shared by …" after registration (a received share
learns its sharer late); document that a null SetAction label removes the
secondary button. Consumed by com.lattice.basis's received-window flow.
@towneh towneh added the enhancement New feature or request label Jul 10, 2026
@towneh towneh requested a review from dooly123 July 10, 2026 11:04
// Optional secondary action (registered by the entry's provider —
// e.g. a Share/Unshare toggle): a labeled button beside the trash,
// with an optional consent-style yes/no dialog in front of it.
if (!string.IsNullOrEmpty(entry.ActionLabel))

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Shouldn't this be action labels?

if we made it a array then we could move a lot of stuff to just piggy backing off of this

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image re-routed buttons through one API

yewnyx added 2 commits July 11, 2026 05:15
Replace the single optional secondary action + dedicated remove path with a
List<BasisShareableAction> on BasisShareableEntry. Removal is now just a
Destructive action, so the Library has no special-case remove button. The
action style is a semantic Positive/Destructive enum, keeping the registry
free of any BasisUI prefab/sprite references. Per PR BasisVR#930 review feedback.
Extract EntryActionButton + BuildEntryActionButton, which own the common
list-entry button setup (style, icon inset, sizing, tooltip, hidden/disabled
handling, async click). Route the shareable action button and the
instantiated tab's select/teleport/lock/remove buttons through it, removing
the duplicated inline setup. The registry's BasisShareableAction stays free
of BasisUI references and maps onto the builder in the UI layer.
@dooly123 dooly123 merged commit 8ca297b into BasisVR:developer Jul 11, 2026
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3 participants