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Feat/cilbox network behaviour overrides - #1078

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Toys0125 wants to merge 15 commits into
BasisVR:developerfrom
Toys0125:feat/cilbox-network-behaviour-overrides
Draft

Toys0125 wants to merge 15 commits into
BasisVR:developerfrom
Toys0125:feat/cilbox-network-behaviour-overrides

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@Toys0125

@Toys0125 Toys0125 commented Oct 6, 2026

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Summary

  • We wanted to make it 1-1 how a normal script would get networking support. With following Mr.Zero's suggestion in replacing the derived class to do handling this should make it easier for script to say they need networking.
  • Keep com.cnlohr.cilbox unchanged since this is a basis shim issue, and don't want to manually edit the package.

Changes

  • Cilbox scripts can now directly inherit from BasisNetworkBehaviour or BasisNetworkAvatarBehaviour.
  • Removes the need to use SafeUtil.MakeNetworkable() / BasisNetworkShim for normal Cilbox networking.
  • Adds BasisNetworkCilboxBehaviour for scene/prop networking.
  • Adds BasisNetworkAvatarCilboxBehaviour for avatar networking.
  • Generic BasisNetworkBehaviour scripts placed on avatars are automatically routed through the avatar MessageIndex networking system.
  • Generic networking APIs such as SendCustomNetworkEvent, OnNetworkMessage, NetworkID, and IsLocalOwner() are translated to the avatar transport when running on avatars.
  • The Cilbox build hook automatically creates and binds the correct native networking adapter.
  • Avatar builds automatically remove stale generic network adapters and replace them with the avatar variant.
  • ContentPolice now allows only the correct adapter for each content type.
  • Adds safe method redirection from interpreted CilboxProxy instances to native networking components.
  • Missing/unbound adapters now fail safely instead of throwing exceptions.
  • Direct network-state fields remain blocked because Cilbox cannot safely remap ldfld/stfld receivers to the native adapter.
  • Updates the Cilbox API documentation and permission information for the new inheritance model.
  • Removes the old scanner error that rejected BasisNetworkBehaviour inheritance.
  • Fixes the scanner's literal NUL byte so Git renders the file as text.
  • Adds linker preservation for the new networking adapter/redirect types.
  • Adds regression tests for type overrides, avatar conversion, bridge creation, duplicate prevention, error handling, callback dispatch, and field restrictions.

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

Toys0125 and others added 15 commits October 6, 2026 05:24
- Changed the knee non-tracked IK hint to work like the arms, where we have a point in space to position for the target.
- Updated leg gizmos to remove unused parts and match arms
- Removed butterfly knees entirely, switching to in-solver compensation based on realistic humanoid constraints
- Removed the leg swivel neural model, same reasons and butterfly
- Removed other knee assist related code that doesn't produce any used results.
- Removed knee target in foot simulate job since it's handled inside the leg solver now
- Removed various settings relate dot above removals and unused ones.
- Made arms now not able to fully extent, but they can get very close, this helps prevent annoying pole issues when the bones are  perfectly parallel.
- Added a slight push back to the tracked elbow hint to help with same pole issues.
- Made it so smoothing can be set fully to zero, which disables it if you want that. This is for the physically tracked points going into the IK solver

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3 participants