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updated scenario documentation

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Steven Leal 4 年前
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      com.unity.perception/Documentation~/Randomization/Scenarios.md

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com.unity.perception/Documentation~/Randomization/Scenarios.md


2. Defining a list of randomizers
3. Defining constants that can be configured externally from a built Unity player
By default, the perception package includes one ready-made scenario, the `FixedLengthScenario` class. This scenario runs each iteration for a fixed number of frames and is compatible with the Run in USim window for cloud simulation execution.
By default, the perception package includes one ready-made scenario, the `FixedLengthScenario` class. This scenario runs each iteration for a fixed number of frames and is compatible with the Run in Unity Simulation window for cloud simulation execution.
## Scenario Cloud Execution (USim)
## Scenario Cloud Execution (Unity Simulation)
Users can utilize Unity's Unity Simulation (USim) service to execute a scenario in the cloud through the perception package's Run in USim window. To open this window from the Unity editor using the top menu bar, navigate to `Window -> Run in USim`.
Users can utilize Unity's Unity Simulation service to execute a scenario in the cloud through the perception package's Run in Unity Simulation window. To open this window from the Unity editor using the top menu bar, navigate to `Window -> Run in Unity Simulation`.
From the newly opened editor window, customize the following settings to configure a new USim run:
1. **Run Name** - the name of the USim run (example: TestRun0)
From the newly opened editor window, customize the following settings to configure a new Unity Simulation run:
1. **Run Name** - the name of the Unity Simulation run (example: TestRun0)
3. **Instance Count** - The number of USim worker instances to distribute execution between
3. **Instance Count** - The number of Unity Simulation worker instances to distribute execution between
6. **USim Worker Config** - the type of USim worker instance to execute the scenario with. Determines per instance specifications such as the number of CPU cores, amount of memory, and presence of a GPU for accelerated execution.
6. **Sys-Param** - The system parameters or the hardware configuration of Unity Simulation worker instance to execute the scenario with. Determines per instance specifications such as the number of CPU cores, amount of memory, and presence of a GPU for accelerated execution.
NOTE: To execute a scenario using the Run in USim window, the scenario class must implement the USimScenario class.
NOTE: To execute a scenario using the Run in Unity Simulation window, the scenario class must implement the Unity SimulationScenario class.
## Custom Scenarios

## Constants
Scenarios define constants from which to expose global simulation behaviors like a starting iteration value or a total iteration count. Users can serialize these scenario constants to JSON, modify them in an external program, and finally reimport the JSON constants at runtime to configure their simulation even after their project has been built. Below is an example of the constants class used in the `FixedLengthScenario` class:
Scenarios define constants from which to expose global simulation behaviors like a starting iteration value or a total iteration count. Below is an example of the constants class used in the `FixedLengthScenario` class:
public class Constants : USimConstants
public class Constants : UnitySimulationScenarioConstants
{
public int framesPerIteration = 1;
}

1. The constants class will need to inherit from USimConstants to be compatible with the Run in USim window. Deriving from USimConstants will add a few key properties to the constants class that are needed to coordinate a USim run.
1. The constants class will need to inherit from UnitySimulationScenarioConstants to be compatible with the Run in Unity Simulation window. Deriving from UnitySimulationScenarioConstants will add a few key properties to the constants class that are needed to coordinate a Unity Simulation run.
3. By default, UnityEngine.Object class references cannot be serialized to JSON in a meaningful way. This includes Monobehaviors and SerializedObjects. For more information on what can and can't be serialized, take a look at the [Unity JsonUtility manual](https://docs.unity3d.com/ScriptReference/JsonUtility.html).
4. A scenario class's Serialize() and Deserialized() methods can be overriden to implement custom serialization strategies.
3. A scenario class's Serialize() and Deserialized() methods can be overriden to implement custom serialization strategies.
## JSON Configuration
Scenarios can be serialized to JSON, modified, and reimported at runtime to configure simulation behavior even after a Unity player has been built. Constants and randomizer sampler settings are the two primary sections generated when serializing a scenario. Below is the contents of JSON configuration file created when serializing the scenario used in Phase 1 of the perception tutorial:
```
{
"constants": {
"framesPerIteration": 1,
"totalIterations": 100,
"instanceCount": 1,
"instanceIndex": 0,
"randomSeed": 123456789
},
"randomizers": {
"HueOffsetRandomizer": {
"hueOffset": {
"value": {
"range": {
"minimum": -180.0,
"maximum": 180.0
}
}
}
},
"RotationRandomizer": {
"rotation": {
"x": {
"range": {
"minimum": 0.0,
"maximum": 360.0
}
},
"y": {
"range": {
"minimum": 0.0,
"maximum": 360.0
}
},
"z": {
"range": {
"minimum": 0.0,
"maximum": 360.0
}
}
}
}
}
}
```
Follow the instructions below to generate a constants configuration file to modify your scenario constants in a built player:
Follow the instructions below to generate a constants configuration file to modify your scenario constants and randomizer in a built player:
1. Click the serialize constants button in the scenario's inspector window. This will generate a constants.json file and place it in the project's Assets/StreamingAssets folder.
2. Build your player. The new player will have a [ProjectName]_Data/StreamingAssets folder. A copy of the constants.json file previously constructed in the editor will be found in this folder.
3. Change the contents of the constants file. Any running player thereafter will utilize the newly authored constants values.
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