Basisosc with vixxy support#806
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Co-authored-by: Copilot <copilot@github.com>
| 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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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.
| 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.
| public string[] PrefixRegistrationLines { get; internal set; } = Array.Empty<string>(); | ||
| } | ||
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| 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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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:
Summary
Adds a scoped
BasisOscbridge for Cilbox scripts with OSC/OSCQuery runtime support and Vixxy variable pipeline integration.Basis.Shims.BasisOscwith exact, prefix, value, receive-all, unsubscribe, and publish APIs for Cilbox content.OscData,OscDataKind,OscMessage) and Cilbox whitelist/linker preservation for direct OSC use.HVRVariableStoredirectly to Cilbox.BasisEventDriverviaOSCAcquisitionServer.Simulate()and avoids avoidable allocations in the main-thread dispatch path.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
OscMessagestill allocate wrapper objects by API design; the Vixxy/address dispatch path avoids per-frame owner-match allocations after initialization/warmup.Debug.*logging because Cilbox handles those logs correctly.