feat: BasisAuthoredMotion — batched authored-motion driver for cosmetic/secondary motion#832
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towneh wants to merge 6 commits into
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feat: BasisAuthoredMotion — batched authored-motion driver for cosmetic/secondary motion#832towneh wants to merge 6 commits into
towneh wants to merge 6 commits into
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…esign spec Problem analysis for the per-avatar cosmetic Animator scaling cost at high CCU, and the design spec for BasisAuthoredMotion — a data-only SDK component plus a batched Burst job system (mirroring RemoteBoneJobSystem) that replaces the Animator for authored secondary motion on non-humanoid transforms.
Add Noise and Oscillate waveform variants (sine/triangle/square/pulse) to the supported motion set. Record the resolved design decisions: component in com.basis.sdk + batched system in com.basis.framework; runtime toggling via the component's own enabled state; authored-motion write before jiggle physics; Test In Editor as the preview path; bake-only converter for the first pass. Correct the BasisParameterDriver reference to a data-model precedent only (it is a StateMachineBehaviour) and name the Content Police as the avatar-component whitelist; tighten the jiggle-ordering note to the verified LateUpdate frame-phase constraint.
Data-only SDK component (BasisAuthoredMotion) declaring authored motion on non-humanoid transforms the rig and IK don't drive, plus the shared baked-curve BasisMotionClip asset. Movement model: Oscillate, Rotate, Orbit, RandomSelect, Sequence, Noise. BasisAuthoredMotionSystem evaluates every registered avatar's movements in one batched Burst IJobParallelForTransform per frame (a sibling to RemoteBoneJobSystem): rest poses captured at registration, motion composed as deltas, valid-mask culling, and a TransformAccessArray resync that survives avatar teardown. Oscillate (incl. chain travelling waves and triangle/square/pulse), Rotate, Orbit and Noise are implemented; RandomSelect and Sequence are stubbed pending their side buffers. BasisAuthoredMotionDriver pumps the pass in LateUpdate, ordered before the jiggle updater so authored motion is the animated base and jiggle layers on top. Components register at local and remote calibration and unregister on remote teardown. Allow the component via the Content Police and let an HVR.Vixxy activation toggle its enabled state; add an AuthoredMotion log tag.
RandomSelect drives one or many targets: each weighted Option may name its own transform (falling back to the shared select target), plus an idle weight for the "pose nothing" outcome. Each fixed-period cycle picks one option deterministically from the shared clock and the options' cumulative weight bands, so every driven bone resolves the same winner with no cross-slot state, easing in and out around rest. Sequence plays a baked BasisMotionClip: absolute local rotations sampled per bone into a shared buffer, the clip's transform paths resolved under a sequence root and interpolated at a clock-derived playhead. Schedule and complete the pass from BasisEventDriver.LateUpdate just before the jiggle pass, so authored motion is the animated base and jiggle layers on top; dispose alongside RemoteBoneJobSystem.
A custom BasisAuthoredMotion inspector shows only the fields each movement Kind uses, with localized labels and tooltips; the English strings are added to the SDK localization table and other languages fall back to English. BasisMotionClipBaker (Basis > Authored Motion > Bake Clip) samples an AnimationClip's rotation curves onto an in-scene root and writes a shared BasisMotionClip for Sequence playback.
The BasisAuthoredMotion design spec and the LeonaDynamics performance analysis are kept as local reference material rather than in-repo documentation.
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@dooly123 this will probably be fairly involved to perform a high ccu frame time impact comparison test. I’ll need to build Leona using this new system as well. |
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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 reusableMovements — no per-instanceUpdate.BasisAuthoredMotionSystem(framework): a static orchestrator + one BurstIJobParallelForTransformover every registered avatar's driven transforms, a sibling toRemoteBoneJobSystem. Registered at local/remote calibration; pumped fromBasisEventDriver.LateUpdateimmediately before the jiggle pass, so authored motion is the animated base and jiggle layers on top.BasisMotionClipBaker, an editor window that bakes anAnimationClipinto a sharedBasisMotionClipfor 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.
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
GetComponentsInChildren<BasisAuthoredMotion>at calibration (gathering all components on the avatar), never per-frame; no bareGetComponent.Build/Rebuildallocate (managed lists, flattening config into the SoA) but run only on a structural change at calibration; the per-frameScheduleand the Burst job are allocation-free.transform.Find—Sequencebinds a baked clip's transform paths to bones viaroot.Find(path)once at registration, cached into theTransformAccessArray(never per-frame), mirroring how anAnimationClipbinds its curves by path. It isn't in checkbox 10's denial list, but flagging it since STYLE.md mentionstransform.Find: this is a scoped, one-shot bind, not scene-wide discovery.RandomSelectpicks andSequenceplayheads currently derive fromTime.timeAsDouble. A shared/networked clock is needed for bit-identical playback across clients before multiplayer; tracked as a follow-up.RandomSelect.preventRepeatsis serialized but not yet honored by the deterministic picker.Usage
On an avatar: add a
BasisAuthoredMotioncomponent (Content-Police-allowed) and one or more Movements, each with a Kind:axis,amplitude,frequencyHz,waveform; one chain entry = a simple sway, multiple = a travelling wave down the chain).target,axis,speedDegin deg/sec).targetaround apivotat aradius.intervalRange.x), pick one weighted poseOption; each option can drive its own bone (or fall back toselectTarget), with anidleWeightfor the "do nothing" outcome. Good for ear flicks / blinks.Baking a Sequence clip:
Basis ▸ Authored Motion ▸ Bake Clip→ choose the sourceAnimationClipand the avatar root → it writes a sharedBasisMotionClip. 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 flipsBehaviour.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
JiggleRigphysics layers on top of it automatically.