feat(library): optional secondary action button on shareable Library entries#930
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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.
dooly123
requested changes
Jul 10, 2026
| // 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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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.
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Summary
Adds an optional, provider-registered secondary action to Library "Instantiated" entries:
BasisShareableEntrygainsActionLabel/Actionplus optionalActionConfirmTitle/ActionConfirmBody.DialogBox<bool>flow the remove path uses.BasisShareableRegistry.SetAction(id, label, confirmTitle, confirmBody)flips the presentation after invocation (e.g. Share → Unshare), mirroringSetDetail; 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.
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.BasisEventDriveris bulletproof, or guarded bytry/catch—BasisEventDriverruns 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 atry/catchthat contains the failure and surfaces it throughBasisDebug— logged once / rate-limited, never every frame (see the existingHVRBasisBuiltInAddresses.Simulate()guard for the pattern). Expect this to be scrutinized closely in review.{ 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
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,SetSharerNameupdates the "shared by" line, and entries without anActionLabelare 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:
BasisEventDriver/ hot-path allocation / hot-path logging / hot-path collections — N/A; nothing here runs per frame.AddressableAssets.Sprites.Informationsprite, same as the existing remove-confirm flow.GetComponent/ camera access / scene discovery / logging — none added; dependencies flow through the existingBasisShareableRegistryregistration pattern.BasisShareableEntry, matching the existing fields and the repo's preference.🤖 Generated with Claude Code