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fix(library): inset row-action icons to match status-icon padding#831

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dooly123 merged 1 commit into
BasisVR:developerfrom
towneh:fix/library-icon-padding
May 23, 2026
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fix(library): inset row-action icons to match status-icon padding#831
dooly123 merged 1 commit into
BasisVR:developerfrom
towneh:fix/library-icon-padding

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@towneh towneh commented May 22, 2026

Summary

Follow-up to #830. The Select / Teleport / Remove buttons on the Library's Instantiated tab were rendering their icons at the full 80×80 button area, so the icon strokes ran right up to (and sometimes past) the colored bevel edges. The row's left-side status icons (which use PE Image Simple Square) don't have this problem — that prefab insets the icon RectTransform with sizeDelta: -30, leaving a 15px margin on each side.

This PR applies the same sizeDelta: -30 to the three row-action button icons after SetIcon, so their padding matches the status-icon column. Four lines: one comment + three identical inset assignments.

Before vs after

In an 80×80 button, the icon's effective render area goes from 80×80 (filling the button) to 50×50 (inset by 15px on each side, centered).

{D00B40D1-E2C8-442F-B73B-9B39E1F8E0F1}

Attribution

Bug discovered by @Mr-Zero88

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.
  • 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

  • Required-check N/A justifications. Trivial UI fix — three RectTransform.sizeDelta assignments inside LibraryProvider.CreateListEntry. No transform/per-frame/job/camera/logging/discovery/hot-path code touched.
  • Trackerobjects follow-up. PR feat(trackerobjects): bind trackers to spawned props #829 (feat/trackerobjects) has the same icon pattern on its Assign/Unbind button — a matching one-liner will land there once this merges, so the Library row stays visually consistent across all four icon buttons.

The Select / Teleport / Remove buttons on the Instantiated tab were
rendering their icons at the full 80x80 button area, so the icon
strokes ran right up to (and sometimes past) the colored bevel
edges. The row's left-side status icons (which use PE Image Simple
Square) don't have this problem — that prefab insets the icon
RectTransform with sizeDelta -30, leaving a 15px margin on each
side.

Apply the same sizeDelta -30 to the three row-action button icons
after SetIcon, so their padding matches the status-icon column.
@towneh towneh requested a review from dooly123 May 22, 2026 16:07
@towneh towneh added bug Something isn't working UI/UX Issue is addressing User Interface/Experience labels May 22, 2026
@dooly123 dooly123 merged commit 333a216 into BasisVR:developer May 23, 2026
12 checks passed
@towneh towneh deleted the fix/library-icon-padding branch May 23, 2026 07:05
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