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feat: add Sequence speed multiplier to BasisAuthoredMotion#840

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towneh wants to merge 2 commits into
BasisVR:developerfrom
towneh:feat/authored-motion-sequence-speed
Open

feat: add Sequence speed multiplier to BasisAuthoredMotion#840
towneh wants to merge 2 commits into
BasisVR:developerfrom
towneh:feat/authored-motion-sequence-speed

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@towneh towneh commented Jun 2, 2026

Summary

The Sequence movement kind in BasisAuthoredMotion plays a baked clip at its authored speed only. This adds a per-movement Speed multiplier so a clip can be slowed down or sped up without re-baking.

AuthoredMotionJob scales the sequence playhead by the multiplier before the loop/clamp step, so it applies to both looping and one-shot clips: 1 = authored speed, 2 = double, 0.5 = half. Negative values play in reverse — the existing fmod negative-wrap already handles that, so no extra branch was needed.

The field defaults to 1, which Unity preserves as the migration default for already-serialized components, so existing avatars play at authored speed exactly as before.

updatedauthoredmotion-clipped.mp4

Touched files:

  • BasisAuthoredMotion.cs — new sequenceSpeed field on Movement (Sequence section).
  • BasisAuthoredMotionSystem.cssequenceSpeed added to the blittable AuthoredMovementData, populated during the Sequence build, applied in the Burst job (t * sequenceSpeed).
  • BasisAuthoredMotionEditor.cs — exposes the field in the Sequence inspector card.
  • en.json — label/tooltip for the new 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/catchBasisEventDriver 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

  • Tested: compiled in the Unity editor on Windows; the new Speed field shows in the Sequence inspector card. The runtime change is a single scalar multiply (t * sequenceSpeed) inside the already-exercised AuthoredMotionJob Sequence branch.
  • Jobification: already jobified — the multiplier is applied inside the existing Burst-compiled AuthoredMotionJob, not on the main thread.
  • N/A boxes: this is a data field plus a one-line change inside an existing batched job. It adds no asset loading (Addressables), no GetComponent/AddComponent, no new Update/LateUpdate or BasisEventDriver work, no camera access, no logging, no scene-wide discovery, and no allocations or new hot-path loops — so those checks are vacuously satisfied.
  • Default/back-compat: sequenceSpeed defaults to 1f; Unity keeps the field initializer as the migration default for components serialized before this field existed, so existing baked sequences play unchanged.

Adds a sequenceSpeed field to the Sequence movement kind so a baked clip
can be sped up or slowed down. The Burst job scales the playhead by the
multiplier before the loop/clamp, so it applies to both looping and
one-shot clips; negative values play in reverse. Defaults to 1 (authored
speed), so existing components are unchanged.
With loop off and a negative speed, st goes negative against a 0-floor
clamp, so the playhead pinned to frame 0 and reverse never played. Walk
the playhead down from length for reverse one-shots; forward is unchanged.
@towneh towneh requested review from Toys0125 and dooly123 and removed request for Toys0125 June 2, 2026 21:26
@towneh towneh added the enhancement New feature or request label Jun 2, 2026
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