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public float maximumWalkingSpeed = 999; //The max walk velocity magnitude an agent will be rewarded for
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Vector3 m_WalkDir; //Direction to the target
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Quaternion m_WalkDirLookRot; //Will hold the rotation to our target
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[Header("Orientation")] [Space(10)] |
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//This will be used as a stable reference point for observations
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//Because ragdolls can move erratically, using a standalone reference point can significantly improve learning
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public GameObject orientationCube; |
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[Header("Target To Walk Towards")] [Space(10)] |
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public float targetSpawnRadius; //The radius in which a target can be randomly spawned.
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public Transform armR; |
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public Transform forearmR; |
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public Transform handR; |
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[Header("Orientation")] [Space(10)] |
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//This will be used as a stable reference point for observations
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//Because ragdolls can move erratically, using a standalone reference point can significantly improve learning
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public GameObject orientationCube; |
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JointDriveController m_JdController; |
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EnvironmentParameters m_ResetParams; |
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