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Basisosc with vixxy support#806

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dooly123 merged 7 commits intoBasisVR:developerfrom
Toys0125:basisosc-with-vixxy-support
May 7, 2026
Merged

Basisosc with vixxy support#806
dooly123 merged 7 commits intoBasisVR:developerfrom
Toys0125:basisosc-with-vixxy-support

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@Toys0125 Toys0125 commented May 6, 2026

Summary

Adds a scoped BasisOsc bridge for Cilbox scripts with OSC/OSCQuery runtime support and Vixxy variable pipeline integration.

  • Added Basis.Shims.BasisOsc with exact, prefix, value, receive-all, unsubscribe, and publish APIs for Cilbox content.
  • Added public OSC wrapper types (OscData, OscDataKind, OscMessage) and Cilbox whitelist/linker preservation for direct OSC use.
  • Added OSC runtime service, OSCQuery node publishing, inbound OSC routing, and scoped publish/subscribe behavior for local avatars, remote avatars, props, and scenes.
  • Mirrors numeric-compatible published values into Vixxy after publish address scoping passes, without exposing HVRVariableStore directly to Cilbox.
  • Routes OSC receive draining through BasisEventDriver via OSCAcquisitionServer.Simulate() and avoids avoidable allocations in the main-thread dispatch path.
  • Added a Cilbox OSC subscription sample and editor/debug visibility for OSC subscriptions.
  • Added runtime tests covering subscriptions, scoped publishing, OSC type wrappers, OSCQuery value publishing, Vixxy mirroring, remote publish blocking, and SimpleOSC argument handling.

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.
  • 1* 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

  1. As Cilbox is runtime initialized scripts, and many of the networkshims are made at runtime, they don't have the proper references to pass onto, so they need to find their scope. I added caching so it only does it at init of the components.
  • Public script callbacks that receive OscMessage still allocate wrapper objects by API design; the Vixxy/address dispatch path avoids per-frame owner-match allocations after initialization/warmup.
  • Cilboxable sample scripts intentionally use normal Debug.* logging because Cilbox handles those logs correctly.
  • Jobification was considered, but since most of the data is already on separate thread for SimpleOSC, jobification would not assist.

Debug.Log("BasisOscCilboxSubscriptionExample did not find a BasisAvatar in the parent hierarchy.");
}
// Cilbox will add the Shim when using GetComponent.
networkShim = this.gameObject.GetComponent<Basis.Shims.BasisNetworkShim>();
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use try getcomponent

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Dooly this is a cilbox script, Getcomponent is the standard way the TypeOverrider/AddComponent works. If you want to add support for TryGetComponent for cilbox do so.

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thx for checking for me

networkShim.NetworkReady -= OnNetworkReady;
networkShim.NetworkMessageReceived -= OnNetworkMessageReceived;
}
Debug.Log("BasisOscCilboxSubscriptionExample destroyed and unsubscribed from OSC and network events.");
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Debug is forbidden from usage use basisdebug

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Cilbox scripts automatically have scope replaced by the proper BasisDebug log.

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perfect

public string[] PrefixRegistrationLines { get; internal set; } = Array.Empty<string>();
}

private readonly Dictionary<string, OscMessageEvent> exactCallbacks = new Dictionary<string, OscMessageEvent>(StringComparer.Ordinal);
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is there a better storage method instead of dictonarys?

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Add a different method using a class with two dictionaries instead. de6354d

@@ -37,20 +37,51 @@ public class SimpleOSC
{
public enum Impulse {IMPULSE}
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any reason lyuma name is used here for simple osc, should we make it a package instead?

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@dooly123 that's an @hai-vr question since they put the name of Lyuma probably from the Maintainer of SimpleOSC.

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im happy to merge it now with the goal if packaging it up later

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SimpleOSC comes from a single-file script that Lyuma made ages ago, and is notably used here:

@dooly123 dooly123 merged commit da141bb into BasisVR:developer May 7, 2026
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3 participants