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feat(sdk): let a scene choose from several spawn points - #1117

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towneh wants to merge 1 commit into
BasisVR:experimental-branch-major-changesfrom
towneh:feat/scene-multiple-spawn-points
Open

towneh wants to merge 1 commit into
BasisVR:experimental-branch-major-changesfrom
towneh:feat/scene-multiple-spawn-points

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@towneh

@towneh towneh commented Oct 31, 2026 •

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Summary

Lets a world's BasisScene hold several spawn points and choose between them in turn or at random, in place of the single Spawn Point field.

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.
  • Anything added to BasisEventDriver is bulletproof, or guarded by try/catch — BasisEventDriver runs 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 a try/catch that contains the failure and surfaces it through BasisDebug — logged once / rate-limited, never every frame (see the existing HVRBasisBuiltInAddresses.Simulate() guard for the pattern). Expect this to be scrutinized closely in review.
  • 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.
  • 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

BasisScene gets a SpawnPoints list (one empty entry by default) and a Spawn Point Selection dropdown. Empty entries are skipped.

  • Sequential gives each player the point at their player ID modulo the number of assigned points, so players spread out and keep the same point when they respawn.
  • Random picks a point on every spawn.

Existing worlds and older clients

  • The old SpawnPoint field stays, hidden, and the editor keeps it equal to the first assigned entry. Worlds already built keep spawning where they did.
  • Older clients joining a world built with this always use its first entry, so reordering the list changes where they put players.
  • Opening a scene saved before this moves its spawn point into the list without marking the scene dirty, so SpawnPoints and _mirroredSpawnPoint appear in its diff the next time it's saved for any other reason.
  • Scripts can read FirstSpawnPoint, which returns the first assigned entry or the old field when none is assigned. _mirroredSpawnPoint is private because writing to it would break how OnValidate tells a script's assignment to SpawnPoint apart from a copy left behind by clearing the list.

Testing

In the Editor on Windows (6000.7.0b7):

  • SeatScene.unity opens with its spawn point as the first entry, and the scene isn't marked dirty.
  • With three points, RequestSpawnPoint gave Sequential 200 of 200 on the first point (no network player) and Random about a third each over 3,000 spawns.
  • It falls back to the old field when the list is empty, and to the origin when nothing is assigned. The validator only flags a scene with no spawn point at all.
  • On a larger existing world saved before this change, with one spawn point, the scene opened with that point as the first entry and wasn't marked dirty. Adding a second point and choosing Random took a list edit and the dropdown, the change saved as just the new point and the spawn fields, and respawning from the menu in desktop Play mode landed at either point.

BasisScene gets a SpawnPoints list, shown in place of the single spawn
point field, and a Spawn Point Selection of Sequential (player ID modulo
the number of points) or Random. FirstSpawnPoint returns the first
assigned entry, or the single field when none is assigned.

The single SpawnPoint field stays, hidden, and the editor keeps it equal
to the first assigned entry. Worlds built before this still spawn players
where they did, and clients without this change still find a spawn point
in worlds built with it.
@towneh
towneh requested a review from dooly123 October 31, 2026 23:26
@towneh towneh added the enhancement New feature or request label Oct 31, 2026

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