The uniform toggle on Categorical Parameters will now reset the Parameter's probability weights to be uniform.
Reorganized Perception MonoBehaviour paths within the AddComponentMenu.
### Deprecated
### Removed
}
void OnImageCaptured(int frame, NativeArray<Color32> data, RenderTexture renderTexture)
void OnImageCaptured(int frameCount, NativeArray<Color32> data, RenderTexture renderTexture)
if (!m_AsyncAnnotations.ContainsKey(frameCount))
return;
m_InstancePath = $"{k_Directory}/{k_FilePrefix}{frame}.png";
var localPath = $"{Manager.Instance.GetDirectoryFor(k_Directory)}/{k_FilePrefix}{frame}.png";
m_InstancePath = $"{k_Directory}/{k_FilePrefix}{frameCount}.png";
var localPath = $"{Manager.Instance.GetDirectoryFor(k_Directory)}/{k_FilePrefix}{frameCount}.png";
var colors = new NativeArray<Color32>(data, Allocator.TempJob);
/// Label to designate a custom joint/keypoint. These are needed to add body
/// parts to a humanoid model that are not contained in its <see cref="Animator"/> <see cref="Avatar"/>
/// </summary>
[AddComponentMenu("Perception/Labeling/Joint Label")]
public class JointLabel : MonoBehaviour
{
/// <summary>
/// Defines a set of labels associated with the object and its descendants. A Labeling component will override any Labeling components on the object's ancestors.
[AddComponentMenu("Perception/Labeling/Labeling")]
public class Labeling : MonoBehaviour
/// A scenario that runs for a fixed number of frames during each iteration
[AddComponentMenu("Perception/Randomization/Scenarios/Fixed Length Scenario")]
[AddComponentMenu("Perception/Scenarios/Fixed Length Scenario")]
public class FixedLengthScenario: UnitySimulationScenario<FixedLengthScenario.Constants>