Commit 73859da
authored
feat: BasisAuthoredMotion — batched authored-motion driver for cosmetic/secondary motion (#832)
## Summary
Replaces per-avatar cosmetic/secondary Animators with a batched,
Burst-compiled authored-motion system. A single cosmetic Unity Animator
on the reference avatar measured at roughly **1/5 of scene frame time at
1000 CCU** — almost entirely fixed per-instance Animator overhead, paid
on every replicated copy. This moves that motion into one job over all
avatars.
- **`BasisAuthoredMotion`** (SDK, data-only): a Content-Police-allowed
component holding a list of reusable `Movement`s — no per-instance
`Update`.
- **`BasisAuthoredMotionSystem`** (framework): a static orchestrator +
one Burst `IJobParallelForTransform` over every registered avatar's
driven transforms, a sibling to `RemoteBoneJobSystem`. Registered at
local/remote calibration; pumped from `BasisEventDriver.LateUpdate`
immediately before the jiggle pass, so authored motion is the animated
base and jiggle layers on top.
- **Six movement kinds:** Oscillate (sine/triangle/square/pulse, incl.
chain travelling waves), Rotate, Orbit, Noise, RandomSelect (weighted
random poses, multi-target + idle), Sequence (baked-clip playback).
- **Authoring:** a per-Kind custom inspector (shows only the relevant
fields, localized tooltips) and `BasisMotionClipBaker`, an editor window
that bakes an `AnimationClip` into a shared `BasisMotionClip` for
Sequence.
It drives only non-humanoid transforms (tails, ears, accessories) that
the networked skeleton and IK don't touch, so there's no write
contention with the bone pipeline.
## 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**.
<!-- required-checks-start -->
<!-- Tick the boxes in place — do not edit the line text. The
pr-checklist workflow parses this block; per-PR context goes under
Notes. -->
- [x] **Tested** — I built and ran this locally. The change works in the
editor and (where relevant) in a built player.
- [x] **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.
- [x] **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.
- [x] **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.
- [x] **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.
- [x] **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**.
- [x] **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.
- [x] **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.
- [x] **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.
- [x] **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**.
- [x] **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.
- [x] **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.
- [x] **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.
<!-- required-checks-end -->
## Testing details
Tick the platforms you actually tested on. Leave the rest unticked —
these are informational and do not block merge.
- [x] Windows
- [ ] Linux
- [ ] Android
- [ ] iOS
- [ ] macOS
Input / control mode coverage:
- [ ] Tested in VR (note headset under **Notes**)
- [x] 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
- **Draft because the perf acceptance bar isn't met yet.** Validated
functionally in-editor (SDK *Test In Editor*) on the reference avatar —
tail wag (baked Sequence) with jiggle layering on top, ear twitch
(multi-target RandomSelect), Oscillate and Rotate. The **1000-CCU load
test** (the whole point — beating the ~1/5-frame-time Animator baseline)
and **built-player** runs are still outstanding.
- **Addressables / Camera boxes are N/A** — the feature loads no assets
at runtime and uses no camera.
- **Component lookup** is a single
`GetComponentsInChildren<BasisAuthoredMotion>` at calibration (gathering
all components on the avatar), never per-frame; no bare `GetComponent`.
- **Allocations** — `Build`/`Rebuild` allocate (managed lists,
flattening config into the SoA) but run only on a structural change at
calibration; the per-frame `Schedule` and the Burst job are
allocation-free.
- **`transform.Find`** — `Sequence` binds a baked clip's transform paths
to bones via `root.Find(path)` **once at registration**, cached into the
`TransformAccessArray` (never per-frame), mirroring how an
`AnimationClip` binds its curves by path. It isn't in checkbox 10's
denial list, but flagging it since STYLE.md mentions `transform.Find`:
this is a scoped, one-shot bind, not scene-wide discovery.
- **Determinism / follow-up** — `RandomSelect` picks and `Sequence`
playheads currently derive from `Time.timeAsDouble`. A shared/networked
clock is needed for bit-identical playback across clients before
multiplayer; tracked as a follow-up. `RandomSelect.preventRepeats` is
serialized but not yet honored by the deterministic picker.
- **Critical-flow boxes left unticked**: avatar-swap re-registration is
wired through the calibration hooks but not yet stress-tested.
## Usage
**On an avatar:** add a `BasisAuthoredMotion` component
(Content-Police-allowed) and one or more **Movements**, each with a
**Kind**:
- **Oscillate** — periodic sway on a bone chain (`axis`, `amplitude`,
`frequencyHz`, `waveform`; one chain entry = a simple sway, multiple = a
travelling wave down the chain).
- **Rotate** — constant spin in place (`target`, `axis`, `speedDeg` in
deg/sec).
- **Orbit** — revolve a `target` around a `pivot` at a `radius`.
- **Noise** — organic simplex drift on a channel.
- **RandomSelect** — on a fixed interval (`intervalRange.x`), pick one
weighted pose `Option`; each option can drive its own bone (or fall back
to `selectTarget`), with an `idleWeight` for the "do nothing" outcome.
Good for ear flicks / blinks.
- **Sequence** — play a baked clip (below).
**Baking a Sequence clip:** `Basis ▸ Authored Motion ▸ Bake Clip` →
choose the source `AnimationClip` and the avatar root → it writes a
shared `BasisMotionClip`. Assign that to the Sequence movement's **Baked
Clip** and set **Sequence Root** to the same root the paths were baked
against.
**Toggling:** a movement group rides the component's own `enabled` — any
toggle system that flips `Behaviour.enabled` (e.g. an HVR.Vixxy
activation) turns it on/off, with no per-frame polling.
**Jiggle:** authored motion writes before the jiggle pass each frame, so
`JiggleRig` physics layers on top of it automatically.19 files changed
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File tree
- Basis/Packages
- com.basis.eventdriver
- com.basis.framework
- Drivers
- AuthoredMotion
- Local
- Remote
- Players/Remote
- com.basis.sdk
- Localization/Languages
- Scripts
- Basis Logger
- Editor
- Settings
- dev.hai-vr.basis.comms/Scripts/Systems/Runtime/Vixxy/Internal
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