feat: VR camera fly mode (RC Mode 2 twin-stick controls)#839
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The snap/smooth turn block applied controller turn input unconditionally, so holding the LookRotation lock suppressed desktop look but not VR stick-turn. Add a LookRotation lock guard ahead of the turn calculation, mirroring the existing MovementLock guard, so a held lock zeroes the turn amount and clears the snap-turn latch. This lets callers that already lock look/movement (e.g. the handheld camera while flying) stop the avatar from turning, instead of only its translation.
Replace the handheld camera's VR fly path with an RC "Mode 2" flight model. Launch/recall toggles on the B/Y face button (edge-detected) instead of a thumbstick click, which wears the stick over time. Holding the camera and pressing B/Y detaches it to world space and frees both hands to pilot; the holding hand becomes the pilot stick. Twin-stick mapping: - Pilot stick: throttle (world-up, heading-independent) + yaw (rate-based; the heading holds when the stick re-centres) - Free-hand stick: pitch (forward/back) + roll (strafe), both relative to the current heading The avatar is held in place while flying via the existing look, movement, and crouch locks; look lock now also suppresses VR turn. Reuses the existing fly speed / acceleration / momentum fields and adds a yaw-rate tunable. Camera stays level toward the heading (no controller-aim, no lean). The desktop fly path is unchanged.
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Summary
Adds a VR "fly mode" to the handheld capture camera in to provide a much greater degree of freedom for film-making, streaming and taking photos, using RC "Mode 2" twin-stick controls.
Fly Mode activate and recall is on the B/Y button, replacing the old thumbstick-click toggle. The thumbstick toggle was one motivation: repeated stick-clicks wears the thumbstick over time and presents a negative user association.
Proposal: Hold the camera, quick press B/Y → it detaches to world space and both hands pilot. quick press B/Y again → it returns to hand.
Twin-stick mapping (RC Mode 2):
While flying, the avatar is pinned in place via look / movement / crouch locks.
Built on the existing fly infrastructure (
CameraPinSpace.WorldSpace, the pin constraint, and the existing fly-speed / acceleration / momentum fields) rather than new scaffolding — only ayawRatetunable is added.Desktop fly mode is unchanged.
Two commits
fix: gate VR turn on the LookRotation lock— the snap/smooth-turn block applied controller turn input unconditionally, so a heldLookRotationlock suppressed desktop look but not VR stick-turn. Added a lock guard mirroring the existingMovementLockguard. Without this, the pilot stick's yaw would also rotate the avatar while flying. This is a small change to a shared control path (BasisLocalCharacterDriver), so it is called out separately.feat: VR camera fly mode with RC Mode 2 twin-stick controls— the fly mode itself, entirely withinBasisHandHeldCameraInteractable.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
Draft — not merge-ready yet. open items:
Not yet built locally
Known interaction: left-hand B/Y also opens the hamburger menu. The hamburger menu is bound to the left-hand secondary button (
BasisActionDriver), so launching/recalling with the left hand as pilot also toggles the menu. Right-hand piloting is clean. This is intentionally not fixed here — the fix is tracked in feat: gate hamburger/quick menu behind a brief delayed hold gesture #838Checklist context:
captureCamera(the prop's capture camera), not the local player camera, soBasisLocalCameraDriverdiscovery does not apply.BasisLocalPlayer.AfterSimulateOnLateregistration; no newUpdate/standalone tick added.MoveVRFlyingruns per frame; it allocates nothing (Vector3/Quaternionare value types) and logs nothing. The onlyBasisDebugcalls are on the launch/recall edges.