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Add an example project for the InputSystemActuator. (#4976)

/develop/gail-srl-hack
GitHub 4 年前
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a2f9a513
共有 121 个文件被更改,包括 11495 次插入0 次删除
  1. 70
      ML-Agents-Input-Example/.gitignore
  2. 33
      ML-Agents-Input-Example/Assets/InputSystem.inputsettings.asset
  3. 8
      ML-Agents-Input-Example/Assets/InputSystem.inputsettings.asset.meta
  4. 8
      ML-Agents-Input-Example/Assets/ML-Agents.meta
  5. 8
      ML-Agents-Input-Example/Assets/ML-Agents/Examples.meta
  6. 10
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/PushBlock.meta
  7. 8
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/PushBlock/Meshes.meta
  8. 1001
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/PushBlock/Meshes/PushBlockCourt.fbx
  9. 120
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/PushBlock/Meshes/PushBlockCourt.fbx.meta
  10. 10
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/PushBlock/Prefabs.meta
  11. 1001
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/PushBlock/Prefabs/PushBlockArea.prefab
  12. 10
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/PushBlock/Prefabs/PushBlockArea.prefab.meta
  13. 179
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/PushBlock/PushBlockActions.inputactions
  14. 14
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/PushBlock/PushBlockActions.inputactions.meta
  15. 10
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/PushBlock/Scenes.meta
  16. 1001
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/PushBlock/Scenes/PushBlock.unity
  17. 9
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/PushBlock/Scenes/PushBlock.unity.meta
  18. 10
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/PushBlock/Scripts.meta
  19. 26
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/PushBlock/Scripts/GoalDetect.cs
  20. 13
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/PushBlock/Scripts/GoalDetect.cs.meta
  21. 192
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/PushBlock/Scripts/PushAgentBasic.cs
  22. 12
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/PushBlock/Scripts/PushAgentBasic.cs.meta
  23. 316
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/PushBlock/Scripts/PushBlockActions.cs
  24. 11
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/PushBlock/Scripts/PushBlockActions.cs.meta
  25. 112
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/PushBlock/Scripts/PushBlockPlayerController.cs
  26. 11
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/PushBlock/Scripts/PushBlockPlayerController.cs.meta
  27. 39
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/PushBlock/Scripts/PushBlockSettings.cs
  28. 11
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/PushBlock/Scripts/PushBlockSettings.cs.meta
  29. 8
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/PushBlock/TFModels.meta
  30. 1001
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlock.onnx
  31. 14
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlock.onnx.meta
  32. 8
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets.meta
  33. 8
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Materials.meta
  34. 80
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Materials/AgentBlue.mat
  35. 8
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Materials/AgentBlue.mat.meta
  36. 76
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Materials/Green.mat
  37. 8
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Materials/Green.mat.meta
  38. 90
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Materials/GridMat.mat
  39. 9
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Materials/GridMat.mat.meta
  40. 90
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Materials/GridMatFloor.mat
  41. 9
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Materials/GridMatFloor.mat.meta
  42. 162
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Materials/GridPatternShader.shader
  43. 9
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Materials/GridPatternShader.shader.meta
  44. 76
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Materials/Headband.mat
  45. 8
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Materials/Headband.mat.meta
  46. 76
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Materials/LightGreen.mat
  47. 8
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Materials/LightGreen.mat.meta
  48. 76
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Materials/LightRed.mat
  49. 8
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Materials/LightRed.mat.meta
  50. 76
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Materials/Red.mat
  51. 8
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Materials/Red.mat.meta
  52. 8
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Materials/Textures.meta
  53. 10
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Materials/Textures/UnityLogo.png
  54. 121
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Materials/Textures/UnityLogo.png.meta
  55. 84
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Materials/UIDefault.mat
  56. 8
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Materials/UIDefault.mat.meta
  57. 76
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Materials/White.mat
  58. 8
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Materials/White.mat.meta
  59. 8
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Meshes.meta
  60. 1001
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Meshes/AgentCube.fbx
  61. 96
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Meshes/AgentCube.fbx.meta
  62. 1001
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Meshes/LongNarrowPlatform.fbx
  63. 99
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Meshes/LongNarrowPlatform.fbx.meta
  64. 1001
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Meshes/LongPlatform.fbx
  65. 109
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Meshes/LongPlatform.fbx.meta
  66. 8
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Prefabs.meta
  67. 438
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Prefabs/AgentCube_Blue.prefab
  68. 8
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Prefabs/AgentCube_Blue.prefab.meta
  69. 175
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Prefabs/Canvas_Watermark.prefab
  70. 8
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Prefabs/Canvas_Watermark.prefab.meta
  71. 78
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Prefabs/Directional_Light.prefab
  72. 8
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Prefabs/Directional_Light.prefab.meta
  73. 10
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Scripts.meta
  74. 322
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Scripts/ModelOverrider.cs
  75. 3
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Scripts/ModelOverrider.cs.meta
  76. 69
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Scripts/ProjectSettingsOverrides.cs
  77. 3
      ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Scripts/ProjectSettingsOverrides.cs.meta
  78. 59
      ML-Agents-Input-Example/Packages/manifest.json
  79. 467
      ML-Agents-Input-Example/Packages/packages-lock.json
  80. 19
      ML-Agents-Input-Example/ProjectSettings/AudioManager.asset
  81. 15
      ML-Agents-Input-Example/ProjectSettings/BurstAotSettings_StandaloneOSX.json
  82. 6
      ML-Agents-Input-Example/ProjectSettings/ClusterInputManager.asset

70
ML-Agents-Input-Example/.gitignore


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33
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ML-Agents-Input-Example/Assets/ML-Agents/Examples/PushBlock/PushBlockActions.inputactions


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ML-Agents-Input-Example/Assets/ML-Agents/Examples/PushBlock/Scripts.meta


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26
ML-Agents-Input-Example/Assets/ML-Agents/Examples/PushBlock/Scripts/GoalDetect.cs


//Detect when the orange block has touched the goal.
//Detect when the orange block has touched an obstacle.
//Put this script onto the orange block. There's nothing you need to set in the editor.
//Make sure the goal is tagged with "goal" in the editor.
using UnityEngine;
public class GoalDetect : MonoBehaviour
{
/// <summary>
/// The associated agent.
/// This will be set by the agent script on Initialization.
/// Don't need to manually set.
/// </summary>
[HideInInspector]
public PushAgentBasic agent; //
void OnCollisionEnter(Collision col)
{
// Touched goal.
if (col.gameObject.CompareTag("goal"))
{
agent.ScoredAGoal();
}
}
}

13
ML-Agents-Input-Example/Assets/ML-Agents/Examples/PushBlock/Scripts/GoalDetect.cs.meta


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192
ML-Agents-Input-Example/Assets/ML-Agents/Examples/PushBlock/Scripts/PushAgentBasic.cs


//Put this script on your blue cube.
using System;
using System.Collections;
using UnityEngine;
using Unity.MLAgents;
using Unity.MLAgents.Actuators;
using Random = UnityEngine.Random;
public class PushAgentBasic : Agent
{
/// <summary>
/// The ground. The bounds are used to spawn the elements.
/// </summary>
public GameObject ground;
public GameObject area;
/// <summary>
/// The area bounds.
/// </summary>
[HideInInspector]
public Bounds areaBounds;
PushBlockSettings m_PushBlockSettings;
/// <summary>
/// The block to be pushed to the goal.
/// </summary>
public GameObject block;
/// <summary>
/// Detects when the block touches the goal.
/// </summary>
[HideInInspector]
public GoalDetect goalDetect;
Rigidbody m_BlockRb; //cached on initialization
Rigidbody m_AgentRb; //cached on initialization
Material m_GroundMaterial; //cached on Awake()
/// <summary>
/// We will be changing the ground material based on success/failue
/// </summary>
Renderer m_GroundRenderer;
EnvironmentParameters m_ResetParams;
void Awake()
{
m_PushBlockSettings = FindObjectOfType<PushBlockSettings>();
goalDetect = block.GetComponent<GoalDetect>();
goalDetect.agent = this;
// Cache the agent rigidbody
m_AgentRb = GetComponent<Rigidbody>();
// Cache the block rigidbody
m_BlockRb = block.GetComponent<Rigidbody>();
// Get the ground's bounds
areaBounds = ground.GetComponent<Collider>().bounds;
// Get the ground renderer so we can change the material when a goal is scored
m_GroundRenderer = ground.GetComponent<Renderer>();
// Starting material
m_GroundMaterial = m_GroundRenderer.material;
}
public override void Initialize()
{
m_ResetParams = Academy.Instance.EnvironmentParameters;
SetResetParameters();
}
/// <summary>
/// Use the ground's bounds to pick a random spawn position.
/// </summary>
public Vector3 GetRandomSpawnPos()
{
var foundNewSpawnLocation = false;
var randomSpawnPos = Vector3.zero;
var tries = 0;
while (foundNewSpawnLocation == false && tries < 50)
{
var randomPosX = Random.Range(-areaBounds.extents.x * m_PushBlockSettings.spawnAreaMarginMultiplier,
areaBounds.extents.x * m_PushBlockSettings.spawnAreaMarginMultiplier);
var randomPosZ = Random.Range(-areaBounds.extents.z * m_PushBlockSettings.spawnAreaMarginMultiplier,
areaBounds.extents.z * m_PushBlockSettings.spawnAreaMarginMultiplier);
randomSpawnPos = ground.transform.position + new Vector3(randomPosX, 1f, randomPosZ);
if (Physics.CheckBox(randomSpawnPos, new Vector3(2.5f, 0.01f, 2.5f)) == false)
{
foundNewSpawnLocation = true;
}
tries++;
}
return randomSpawnPos;
}
/// <summary>
/// Called when the agent moves the block into the goal.
/// </summary>
public void ScoredAGoal()
{
// We use a reward of 5.
AddReward(5f);
// By marking an agent as done AgentReset() will be called automatically.
EndEpisode();
// Swap ground material for a bit to indicate we scored.
StartCoroutine(GoalScoredSwapGroundMaterial(m_PushBlockSettings.goalScoredMaterial, 0.5f));
}
/// <summary>
/// Swap ground material, wait time seconds, then swap back to the regular material.
/// </summary>
IEnumerator GoalScoredSwapGroundMaterial(Material mat, float time)
{
m_GroundRenderer.material = mat;
yield return new WaitForSeconds(time); // Wait for 2 sec
m_GroundRenderer.material = m_GroundMaterial;
}
/// <summary>
/// Called every step of the engine. Here the agent takes an action.
/// </summary>
public override void OnActionReceived(ActionBuffers actionBuffers)
{
// Penalty given each step to encourage agent to finish task quickly.
AddReward(-1f / MaxStep);
}
/// <summary>
/// Resets the block position and velocities.
/// </summary>
void ResetBlock()
{
// Get a random position for the block.
block.transform.position = GetRandomSpawnPos();
// Reset block velocity back to zero.
m_BlockRb.velocity = Vector3.zero;
// Reset block angularVelocity back to zero.
m_BlockRb.angularVelocity = Vector3.zero;
}
/// <summary>
/// In the editor, if "Reset On Done" is checked then AgentReset() will be
/// called automatically anytime we mark done = true in an agent script.
/// </summary>
public override void OnEpisodeBegin()
{
var rotation = Random.Range(0, 4);
var rotationAngle = rotation * 90f;
area.transform.Rotate(new Vector3(0f, rotationAngle, 0f));
ResetBlock();
transform.position = GetRandomSpawnPos();
m_AgentRb.velocity = Vector3.zero;
m_AgentRb.angularVelocity = Vector3.zero;
SetResetParameters();
}
public void SetGroundMaterialFriction()
{
var groundCollider = ground.GetComponent<Collider>();
groundCollider.material.dynamicFriction = m_ResetParams.GetWithDefault("dynamic_friction", 0);
groundCollider.material.staticFriction = m_ResetParams.GetWithDefault("static_friction", 0);
}
public void SetBlockProperties()
{
var scale = m_ResetParams.GetWithDefault("block_scale", 2);
//Set the scale of the block
m_BlockRb.transform.localScale = new Vector3(scale, 0.75f, scale);
// Set the drag of the block
m_BlockRb.drag = m_ResetParams.GetWithDefault("block_drag", 0.5f);
}
void SetResetParameters()
{
SetGroundMaterialFriction();
SetBlockProperties();
}
}

12
ML-Agents-Input-Example/Assets/ML-Agents/Examples/PushBlock/Scripts/PushAgentBasic.cs.meta


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316
ML-Agents-Input-Example/Assets/ML-Agents/Examples/PushBlock/Scripts/PushBlockActions.cs


//------------------------------------------------------------------------------
// <auto-generated>
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
// version 1.1.0
// from Assets/ML-Agents/Examples/PushBlock/PushBlockActions.inputactions
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Utilities;
public partial class @PushBlockActions : IInputActionCollection2, IDisposable
{
public InputActionAsset asset { get; }
public @PushBlockActions()
{
asset = InputActionAsset.FromJson(@"{
""name"": ""PushBlockActions"",
""maps"": [
{
""name"": ""Movement"",
""id"": ""03a2e5d4-ae81-47f1-a575-0779fb7da538"",
""actions"": [
{
""name"": ""movement"",
""type"": ""Value"",
""id"": ""5f47cbc6-de46-4d33-93e2-2b1af4f5996d"",
""expectedControlType"": ""Vector2"",
""processors"": """",
""interactions"": """"
},
{
""name"": ""jump"",
""type"": ""Button"",
""id"": ""ca5eb833-5dfb-4b7c-880d-6118bd5d1378"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """"
}
],
""bindings"": [
{
""name"": ""gamepad_move"",
""id"": ""477500ef-6d32-4b84-b9f8-158f18bcb906"",
""path"": ""2DVector"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""movement"",
""isComposite"": true,
""isPartOfComposite"": false
},
{
""name"": ""up"",
""id"": ""6d2537b8-2266-4a50-8575-fb0fe310daa5"",
""path"": ""<Gamepad>/dpad/up"",
""interactions"": """",
""processors"": """",
""groups"": ""Keyboard"",
""action"": ""movement"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""down"",
""id"": ""50584c83-beb6-4e90-a453-a635c03a761e"",
""path"": ""<Gamepad>/dpad/down"",
""interactions"": """",
""processors"": """",
""groups"": ""Keyboard"",
""action"": ""movement"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""left"",
""id"": ""44408b8f-27e7-4c6d-b078-7536ba020d1a"",
""path"": ""<Gamepad>/dpad/left"",
""interactions"": """",
""processors"": """",
""groups"": ""Keyboard"",
""action"": ""movement"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""right"",
""id"": ""f5681423-d3e3-41a5-b85e-0a7642c774aa"",
""path"": ""<Gamepad>/dpad/right"",
""interactions"": """",
""processors"": """",
""groups"": ""Keyboard"",
""action"": ""movement"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""keyboard_move"",
""id"": ""6bcba4bf-5ce0-4005-9e6a-0de2487211b0"",
""path"": ""2DVector"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""movement"",
""isComposite"": true,
""isPartOfComposite"": false
},
{
""name"": ""up"",
""id"": ""63da699e-b354-4e63-b0f8-26fb92abea41"",
""path"": ""<Keyboard>/w"",
""interactions"": """",
""processors"": """",
""groups"": ""Keyboard"",
""action"": ""movement"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""down"",
""id"": ""39409748-9002-4aff-9a09-cdc05b9708ad"",
""path"": ""<Keyboard>/s"",
""interactions"": """",
""processors"": """",
""groups"": ""Keyboard"",
""action"": ""movement"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""left"",
""id"": ""0afe45fc-dc45-4310-9c73-7dc3c503addf"",
""path"": ""<Keyboard>/a"",
""interactions"": """",
""processors"": """",
""groups"": ""Keyboard"",
""action"": ""movement"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""right"",
""id"": ""69fe0335-9e0c-495d-a90d-4b0fcbfd2b34"",
""path"": ""<Keyboard>/d"",
""interactions"": """",
""processors"": """",
""groups"": ""Keyboard"",
""action"": ""movement"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": """",
""id"": ""ab696218-63cd-4eb8-9fe1-48a68e32e92f"",
""path"": ""<Keyboard>/space"",
""interactions"": """",
""processors"": """",
""groups"": ""Keyboard"",
""action"": ""jump"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""7adcb138-5175-4cc4-addc-d2b02cb5f0de"",
""path"": ""<Gamepad>/buttonSouth"",
""interactions"": """",
""processors"": """",
""groups"": ""Keyboard"",
""action"": ""jump"",
""isComposite"": false,
""isPartOfComposite"": false
}
]
}
],
""controlSchemes"": [
{
""name"": ""Keyboard"",
""bindingGroup"": ""Keyboard"",
""devices"": [
{
""devicePath"": ""<Keyboard>"",
""isOptional"": true,
""isOR"": false
},
{
""devicePath"": ""<Gamepad>"",
""isOptional"": true,
""isOR"": false
}
]
}
]
}");
// Movement
m_Movement = asset.FindActionMap("Movement", throwIfNotFound: true);
m_Movement_movement = m_Movement.FindAction("movement", throwIfNotFound: true);
m_Movement_jump = m_Movement.FindAction("jump", throwIfNotFound: true);
}
public void Dispose()
{
UnityEngine.Object.Destroy(asset);
}
public InputBinding? bindingMask
{
get => asset.bindingMask;
set => asset.bindingMask = value;
}
public ReadOnlyArray<InputDevice>? devices
{
get => asset.devices;
set => asset.devices = value;
}
public ReadOnlyArray<InputControlScheme> controlSchemes => asset.controlSchemes;
public bool Contains(InputAction action)
{
return asset.Contains(action);
}
public IEnumerator<InputAction> GetEnumerator()
{
return asset.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
public void Enable()
{
asset.Enable();
}
public void Disable()
{
asset.Disable();
}
public IEnumerable<InputBinding> bindings => asset.bindings;
public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false)
{
return asset.FindAction(actionNameOrId, throwIfNotFound);
}
public int FindBinding(InputBinding bindingMask, out InputAction action)
{
return asset.FindBinding(bindingMask, out action);
}
// Movement
private readonly InputActionMap m_Movement;
private IMovementActions m_MovementActionsCallbackInterface;
private readonly InputAction m_Movement_movement;
private readonly InputAction m_Movement_jump;
public struct MovementActions
{
private @PushBlockActions m_Wrapper;
public MovementActions(@PushBlockActions wrapper) { m_Wrapper = wrapper; }
public InputAction @movement => m_Wrapper.m_Movement_movement;
public InputAction @jump => m_Wrapper.m_Movement_jump;
public InputActionMap Get() { return m_Wrapper.m_Movement; }
public void Enable() { Get().Enable(); }
public void Disable() { Get().Disable(); }
public bool enabled => Get().enabled;
public static implicit operator InputActionMap(MovementActions set) { return set.Get(); }
public void SetCallbacks(IMovementActions instance)
{
if (m_Wrapper.m_MovementActionsCallbackInterface != null)
{
@movement.started -= m_Wrapper.m_MovementActionsCallbackInterface.OnMovement;
@movement.performed -= m_Wrapper.m_MovementActionsCallbackInterface.OnMovement;
@movement.canceled -= m_Wrapper.m_MovementActionsCallbackInterface.OnMovement;
@jump.started -= m_Wrapper.m_MovementActionsCallbackInterface.OnJump;
@jump.performed -= m_Wrapper.m_MovementActionsCallbackInterface.OnJump;
@jump.canceled -= m_Wrapper.m_MovementActionsCallbackInterface.OnJump;
}
m_Wrapper.m_MovementActionsCallbackInterface = instance;
if (instance != null)
{
@movement.started += instance.OnMovement;
@movement.performed += instance.OnMovement;
@movement.canceled += instance.OnMovement;
@jump.started += instance.OnJump;
@jump.performed += instance.OnJump;
@jump.canceled += instance.OnJump;
}
}
}
public MovementActions @Movement => new MovementActions(this);
private int m_KeyboardSchemeIndex = -1;
public InputControlScheme KeyboardScheme
{
get
{
if (m_KeyboardSchemeIndex == -1) m_KeyboardSchemeIndex = asset.FindControlSchemeIndex("Keyboard");
return asset.controlSchemes[m_KeyboardSchemeIndex];
}
}
public interface IMovementActions
{
void OnMovement(InputAction.CallbackContext context);
void OnJump(InputAction.CallbackContext context);
}
}

11
ML-Agents-Input-Example/Assets/ML-Agents/Examples/PushBlock/Scripts/PushBlockActions.cs.meta


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112
ML-Agents-Input-Example/Assets/ML-Agents/Examples/PushBlock/Scripts/PushBlockPlayerController.cs


using Unity.MLAgents.Extensions.Input;
using UnityEngine;
using UnityEngine.InputSystem;
/// <summary>
/// This class handles the input for the PushBlock Cube character in the PushBlock scene.
/// Note that the only ML-Agents code here is the implementation of the <see cref="IInputActionAssetProvider"/>.
/// The <see cref="InputActuatorComponent"/> looks for a component that implements that interface in order to
/// rebind actions to virtual controllers when training agents or running inference. This means that you can
/// keep your input handling code separate from ML-Agents, and have your agent's action space defined by the
/// actions defined in your project's <see cref="GetInputActionAsset"/>.
///
/// If you don't implement <see cref="IInputActionAssetProvider"/> the <see cref="InputActuatorComponent"/> will
/// look for a <see cref="PlayerInput"/> component on the GameObject it live on. It will rebind the actions of that
/// instance of the asset.
///
/// It is important to note that if you have multiple components on the same GameObject handling input, you will
/// need to share the instance of the generated C# <see cref="IInputActionCollection2"/> (named <see cref="m_PushBlockActions"/>
/// here) in order to ensure that all of your actions are bound correctly for ml-agents training and inference.
/// </summary>
public class PushBlockPlayerController : MonoBehaviour, IInputActionAssetProvider
{
PushBlockSettings m_PushBlockSettings;
public float JumpTime = 0.5f;
float m_JumpTimeRemaining;
Rigidbody m_PlayerRb; //cached on initialization
PushBlockActions m_PushBlockActions;
float m_JumpCoolDownStart;
void Awake()
{
m_PushBlockSettings = FindObjectOfType<PushBlockSettings>();
LazyInitializeActions();
// Cache the agent rigidbody
m_PlayerRb = GetComponent<Rigidbody>();
}
void LazyInitializeActions()
{
if (m_PushBlockActions != null)
{
return;
}
m_PushBlockActions = new PushBlockActions();
m_PushBlockActions.Enable();
// You can listen to C# events.
m_PushBlockActions.Movement.jump.performed += JumpOnperformed;
}
void JumpOnperformed(InputAction.CallbackContext callbackContext)
{
InnerJump(gameObject.transform);
}
void FixedUpdate()
{
// Or you can poll the action itself like we do here.
InnerMove(gameObject.transform, m_PushBlockActions.Movement.movement.ReadValue<Vector2>());
if (m_JumpTimeRemaining < 0)
{
m_PlayerRb.AddForce(-transform.up * (m_PushBlockSettings.agentJumpForce * 3), ForceMode.Acceleration);
}
m_JumpTimeRemaining -= Time.fixedDeltaTime;
}
void InnerJump(Transform t)
{
if (Time.realtimeSinceStartup - m_JumpCoolDownStart > m_PushBlockSettings.agentJumpCoolDown)
{
m_JumpTimeRemaining = JumpTime;
m_PlayerRb.AddForce(t.up * m_PushBlockSettings.agentJumpForce, ForceMode.VelocityChange);
m_JumpCoolDownStart = Time.realtimeSinceStartup;
}
}
void InnerMove(Transform t, Vector2 v)
{
var forward = CreateForwardVector(v);
var up = CreateUpVector(v);
var dirToGo = t.forward * forward;
var rotateDir = t.up * up;
t.Rotate(rotateDir, Time.deltaTime * 200f);
m_PlayerRb.AddForce(dirToGo * m_PushBlockSettings.agentRunSpeed,
ForceMode.VelocityChange);
}
static float CreateUpVector(Vector2 move)
{
return Mathf.Abs(move.x) > Mathf.Abs(move.y) ? move.x : 0f;
}
static float CreateForwardVector(Vector2 move)
{
return Mathf.Abs(move.y) > Mathf.Abs(move.x) ? move.y : 0f;
}
/// <summary>
/// This is the implementation of the <see cref="IInputActionAssetProvider"/> for this class. We need
/// both the <see cref="GetInputActionAsset"/> and the <see cref="IInputActionCollection2"/> if you are
/// listening to C# events, Unity Events, or receiving Messages from the Input System Package as those callbacks
/// are set up through the generated <see cref="IInputActionCollection2"/>.
/// </summary>
/// <returns></returns>
public (InputActionAsset, IInputActionCollection2) GetInputActionAsset()
{
LazyInitializeActions();
return (m_PushBlockActions.asset, m_PushBlockActions);
}
}

11
ML-Agents-Input-Example/Assets/ML-Agents/Examples/PushBlock/Scripts/PushBlockPlayerController.cs.meta


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39
ML-Agents-Input-Example/Assets/ML-Agents/Examples/PushBlock/Scripts/PushBlockSettings.cs


using UnityEngine;
public class PushBlockSettings : MonoBehaviour
{
/// <summary>
/// The "walking speed" of the agents in the scene.
/// </summary>
public float agentRunSpeed;
/// <summary>
/// The agent rotation speed.
/// Every agent will use this setting.
/// </summary>
public float agentRotationSpeed;
public float agentJumpForce;
public float agentJumpCoolDown;
/// <summary>
/// The spawn area margin multiplier.
/// ex: .9 means 90% of spawn area will be used.
/// .1 margin will be left (so players don't spawn off of the edge).
/// The higher this value, the longer training time required.
/// </summary>
public float spawnAreaMarginMultiplier;
/// <summary>
/// When a goal is scored the ground will switch to this
/// material for a few seconds.
/// </summary>
public Material goalScoredMaterial;
/// <summary>
/// When an agent fails, the ground will turn this material for a few seconds.
/// </summary>
public Material failMaterial;
}

11
ML-Agents-Input-Example/Assets/ML-Agents/Examples/PushBlock/Scripts/PushBlockSettings.cs.meta


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ML-Agents-Input-Example/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlock.onnx
文件差异内容过多而无法显示
查看文件

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ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Materials/AgentBlue.mat


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ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Materials/GridPatternShader.shader


// Upgrade NOTE: upgraded instancing buffer 'Props' to new syntax.
Shader "ML-Agents/GridPattern" {
Properties {
_LineColor ("Line Color", Color) = (1,1,1,1)
_CellColor ("Cell Color", Color) = (0,0,0,0)
// _SelectedColor ("Selected Color", Color) = (1,0,0,1)
[PerRendererData] _MainTex ("Albedo (RGB)", 2D) = "white" {}
[IntRange] _GridSize("Grid Size", Range(1,100)) = 10
_LineSize("Line Size", Range(0,1)) = 0.15
// [FloatRange] _LineOffset("Line Offset", Range(0,1)) = 0
[IntRange] _DrawU("Draw U Toggle ( 0 = False , 1 = True )", Range(0,1)) = 1
[IntRange] _DrawV("Draw V Toggle ( 0 = False , 1 = True )", Range(0,1)) = 1
// [IntRange] _SelectCell("Select Cell Toggle ( 0 = False , 1 = True )", Range(0,1)) = 0.0
// [IntRange] _SelectedCellX("Selected Cell X", Range(0,100)) = 0.0
// [IntRange] _SelectedCellY("Selected Cell Y", Range(0,100)) = 0.0
}
SubShader {
Tags { "Queue"="AlphaTest" "RenderType"="TransparentCutout" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
half _Glossiness = 0.0;
half _Metallic = 0.0;
float4 _LineColor;
float4 _CellColor;
// float4 _SelectedColor;
float _GridSize;
// float _LineOffset;
float _LineSize;
float _DrawU;
float _DrawV;
// float _SelectCell;
// float _SelectedCellX;
// float _SelectedCellY;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
float2 uv = IN.uv_MainTex;
// _SelectedCellX = floor(_SelectedCellX);
// _SelectedCellY = floor(_SelectedCellY);
fixed4 c = float4(0.0,0.0,0.0,0.0);
float brightness = 1.0;
float gsize = floor(_GridSize);
gsize += _LineSize;
float2 id;
id.x = floor(uv.x/(1.0/gsize));
// id.y = floor(uv.y/(1.0/gsize));
id.y = floor(uv.y/(1.0/gsize));
float4 color = _CellColor;
brightness = _CellColor.w;
// //This checks that the cell is currently selected if the Select Cell slider is set to 1 ( True )
// if (round(_SelectCell) == 1.0 && id.x == _SelectedCellX && id.y == _SelectedCellY)
// {
// brightness = _SelectedColor.w;
// color = _SelectedColor;
// }
// if (frac(uv.x*gsize) <= _LineSize || frac(uv.y*gsize) <= _LineSize)
// {
// brightness = _LineColor.w;
// color = _LineColor;
// }
if(round(_DrawU) == 1.0)
{
if (frac(uv.x*gsize) <= _LineSize)
{
// if (frac(uv.x*gsize) <= _LineSize)
// {
brightness = _LineColor.w;
color = _LineColor;
}
}
if(round(_DrawV) == 1.0)
{
if (frac(uv.y*gsize) <= _LineSize)
{
brightness = _LineColor.w;
color = _LineColor;
}
}
// // if (round(uv.x*gsize) == .8)
// // if (uv.x >= _LineOffset)
// if (uv.x >= .2 && uv.x <= .3)
// {
// brightness = _LineColor.w;
// color = _LineColor;
// // color = _CellColor;
// // brightness = _CellColor.w;
// }
// if (frac(uv.x*gsize) <= _LineSize && frac(uv.y*gsize) <= _LineSize)
// {
// // brightness = _LineColor.w;
// // color = _LineColor;
// color = _CellColor;
// brightness = _CellColor.w;
// }
// if (frac(uv.x*gsize/_LineOffset) <= _LineSize)
// {
// brightness = _LineColor.w;
// color = _LineColor;
// }
// if (frac(uv.x*gsize/.5) <= _LineSize || fradc(uv.y*gsize) <= _LineSize)
// {
// brightness = _LineColor.w;
// color = _LineColor;
// }
//Clip transparent spots using alpha cutout
if (brightness == 0.0) {
clip(c.a - 1.0);
}
o.Albedo = float4( color.x*brightness,color.y*brightness,color.z*brightness,brightness);
// Metallic and smoothness come from slider variables
o.Metallic = 0.0;
o.Smoothness = 0.0;
o.Alpha = 0.0;
}
ENDCG
}
FallBack "Diffuse"
}

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322
ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Scripts/ModelOverrider.cs


using System;
using System.Collections.Generic;
using UnityEngine;
using Unity.Barracuda;
using System.IO;
using Unity.Barracuda.ONNX;
using Unity.MLAgents;
using Unity.MLAgents.Policies;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace Unity.MLAgentsExamples
{
/// <summary>
/// Utility class to allow the NNModel file for an agent to be overriden during inference.
/// This is used internally to validate the file after training is done.
/// The behavior name to override and file path are specified on the commandline, e.g.
/// player.exe --mlagents-override-model-directory /path/to/models
///
/// Additionally, a number of episodes to run can be specified; after this, the application will quit.
/// Note this will only work with example scenes that have 1:1 Agent:Behaviors. More complicated scenes like WallJump
/// probably won't override correctly.
/// </summary>
public class ModelOverrider : MonoBehaviour
{
HashSet<string> k_SupportedExtensions = new HashSet<string> { "nn", "onnx" };
const string k_CommandLineModelOverrideDirectoryFlag = "--mlagents-override-model-directory";
const string k_CommandLineModelOverrideExtensionFlag = "--mlagents-override-model-extension";
const string k_CommandLineQuitAfterEpisodesFlag = "--mlagents-quit-after-episodes";
const string k_CommandLineQuitOnLoadFailure = "--mlagents-quit-on-load-failure";
// The attached Agent
Agent m_Agent;
string m_BehaviorNameOverrideDirectory;
private List<string> m_OverrideExtensions = new List<string>();
// Cached loaded NNModels, with the behavior name as the key.
Dictionary<string, NNModel> m_CachedModels = new Dictionary<string, NNModel>();
// Max episodes to run. Only used if > 0
// Will default to 1 if override models are specified, otherwise 0.
int m_MaxEpisodes;
int m_NumSteps;
int m_PreviousNumSteps;
int m_PreviousAgentCompletedEpisodes;
bool m_QuitOnLoadFailure;
[Tooltip("Debug values to be used in place of the command line for overriding models.")]
public string debugCommandLineOverride;
// Static values to keep track of completed episodes and steps across resets
// These are updated in OnDisable.
static int s_PreviousAgentCompletedEpisodes;
static int s_PreviousNumSteps;
int TotalCompletedEpisodes
{
get { return m_PreviousAgentCompletedEpisodes + (m_Agent == null ? 0 : m_Agent.CompletedEpisodes); }
}
int TotalNumSteps
{
get { return m_PreviousNumSteps + m_NumSteps; }
}
public bool HasOverrides
{
get
{
GetAssetPathFromCommandLine();
return !string.IsNullOrEmpty(m_BehaviorNameOverrideDirectory);
}
}
public static string GetOverrideBehaviorName(string originalBehaviorName)
{
return $"Override_{originalBehaviorName}";
}
/// <summary>
/// Get the asset path to use from the commandline arguments.
/// </summary>
/// <returns></returns>
void GetAssetPathFromCommandLine()
{
var maxEpisodes = 0;
string[] commandLineArgsOverride = null;
if (!string.IsNullOrEmpty(debugCommandLineOverride) && Application.isEditor)
{
commandLineArgsOverride = debugCommandLineOverride.Split(' ');
}
var args = commandLineArgsOverride ?? Environment.GetCommandLineArgs();
for (var i = 0; i < args.Length; i++)
{
if (args[i] == k_CommandLineModelOverrideDirectoryFlag && i < args.Length - 1)
{
m_BehaviorNameOverrideDirectory = args[i + 1].Trim();
}
else if (args[i] == k_CommandLineModelOverrideExtensionFlag && i < args.Length - 1)
{
var overrideExtension = args[i + 1].Trim().ToLower();
var isKnownExtension = k_SupportedExtensions.Contains(overrideExtension);
if (!isKnownExtension)
{
Debug.LogError($"loading unsupported format: {overrideExtension}");
Application.Quit(1);
#if UNITY_EDITOR
EditorApplication.isPlaying = false;
#endif
}
m_OverrideExtensions.Add(overrideExtension);
}
else if (args[i] == k_CommandLineQuitAfterEpisodesFlag && i < args.Length - 1)
{
Int32.TryParse(args[i + 1], out maxEpisodes);
}
else if (args[i] == k_CommandLineQuitOnLoadFailure)
{
m_QuitOnLoadFailure = true;
}
}
if (!string.IsNullOrEmpty(m_BehaviorNameOverrideDirectory))
{
// If overriding models, set maxEpisodes to 1 or the command line value
m_MaxEpisodes = maxEpisodes > 0 ? maxEpisodes : 1;
Debug.Log($"setting m_MaxEpisodes to {maxEpisodes}");
}
}
void OnEnable()
{
// Start with these initialized to previous values in the case where we're resetting scenes.
m_PreviousNumSteps = s_PreviousNumSteps;
m_PreviousAgentCompletedEpisodes = s_PreviousAgentCompletedEpisodes;
m_Agent = GetComponent<Agent>();
GetAssetPathFromCommandLine();
if (HasOverrides)
{
OverrideModel();
}
}
void OnDisable()
{
// Update the static episode and step counts.
// For a single agent in the scene, this will be a straightforward increment.
// If there are multiple agents, we'll increment the count by the Agent that completed the most episodes.
s_PreviousAgentCompletedEpisodes = Mathf.Max(s_PreviousAgentCompletedEpisodes, TotalCompletedEpisodes);
s_PreviousNumSteps = Mathf.Max(s_PreviousNumSteps, TotalNumSteps);
}
void FixedUpdate()
{
if (m_MaxEpisodes > 0)
{
// For Agents without maxSteps, exit as soon as we've hit the target number of episodes.
// For Agents that specify MaxStep, also make sure we've gone at least that many steps.
// Since we exit as soon as *any* Agent hits its target, the maxSteps condition keeps us running
// a bit longer in case there's an early failure.
if (TotalCompletedEpisodes >= m_MaxEpisodes && TotalNumSteps > m_MaxEpisodes * m_Agent.MaxStep)
{
Debug.Log($"ModelOverride reached {TotalCompletedEpisodes} episodes and {TotalNumSteps} steps. Exiting.");
Application.Quit(0);
#if UNITY_EDITOR
EditorApplication.isPlaying = false;
#endif
}
}
m_NumSteps++;
}
public NNModel GetModelForBehaviorName(string behaviorName)
{
if (m_CachedModels.ContainsKey(behaviorName))
{
return m_CachedModels[behaviorName];
}
if (string.IsNullOrEmpty(m_BehaviorNameOverrideDirectory))
{
Debug.Log($"No override directory set.");
return null;
}
// Try the override extensions in order. If they weren't set, try .nn first, then .onnx.
var overrideExtensions = (m_OverrideExtensions.Count > 0)
? m_OverrideExtensions.ToArray()
: new[] { "nn", "onnx" };
byte[] rawModel = null;
bool isOnnx = false;
string assetName = null;
foreach (var overrideExtension in overrideExtensions)
{
var assetPath = Path.Combine(m_BehaviorNameOverrideDirectory, $"{behaviorName}.{overrideExtension}");
try
{
rawModel = File.ReadAllBytes(assetPath);
isOnnx = overrideExtension.Equals("onnx");
assetName = "Override - " + Path.GetFileName(assetPath);
break;
}
catch (IOException)
{
// Do nothing - try the next extension, or we'll exit if nothing loaded.
}
}
if (rawModel == null)
{
Debug.Log($"Couldn't load model file(s) for {behaviorName} in {m_BehaviorNameOverrideDirectory} (full path: {Path.GetFullPath(m_BehaviorNameOverrideDirectory)}");
// Cache the null so we don't repeatedly try to load a missing file
m_CachedModels[behaviorName] = null;
return null;
}
var asset = isOnnx ? LoadOnnxModel(rawModel) : LoadBarracudaModel(rawModel);
asset.name = assetName;
m_CachedModels[behaviorName] = asset;
return asset;
}
NNModel LoadBarracudaModel(byte[] rawModel)
{
var asset = ScriptableObject.CreateInstance<NNModel>();
asset.modelData = ScriptableObject.CreateInstance<NNModelData>();
asset.modelData.Value = rawModel;
return asset;
}
NNModel LoadOnnxModel(byte[] rawModel)
{
var converter = new ONNXModelConverter(true);
var onnxModel = converter.Convert(rawModel);
NNModelData assetData = ScriptableObject.CreateInstance<NNModelData>();
using (var memoryStream = new MemoryStream())
using (var writer = new BinaryWriter(memoryStream))
{
ModelWriter.Save(writer, onnxModel);
assetData.Value = memoryStream.ToArray();
}
assetData.name = "Data";
assetData.hideFlags = HideFlags.HideInHierarchy;
var asset = ScriptableObject.CreateInstance<NNModel>();
asset.modelData = assetData;
return asset;
}
/// <summary>
/// Load the NNModel file from the specified path, and give it to the attached agent.
/// </summary>
void OverrideModel()
{
bool overrideOk = false;
string overrideError = null;
m_Agent.LazyInitialize();
var bp = m_Agent.GetComponent<BehaviorParameters>();
var behaviorName = bp.BehaviorName;
NNModel nnModel = null;
try
{
nnModel = GetModelForBehaviorName(behaviorName);
}
catch (Exception e)
{
overrideError = $"Exception calling GetModelForBehaviorName: {e}";
}
if (nnModel == null)
{
if (string.IsNullOrEmpty(overrideError))
{
overrideError =
$"Didn't find a model for behaviorName {behaviorName}. Make " +
"sure the behaviorName is set correctly in the commandline " +
"and that the model file exists";
}
}
else
{
var modelName = nnModel != null ? nnModel.name : "<null>";
Debug.Log($"Overriding behavior {behaviorName} for agent with model {modelName}");
try
{
m_Agent.SetModel(GetOverrideBehaviorName(behaviorName), nnModel);
overrideOk = true;
}
catch (Exception e)
{
overrideError = $"Exception calling Agent.SetModel: {e}";
}
}
if (!overrideOk && m_QuitOnLoadFailure)
{
if (!string.IsNullOrEmpty(overrideError))
{
Debug.LogWarning(overrideError);
}
Application.Quit(1);
#if UNITY_EDITOR
EditorApplication.isPlaying = false;
#endif
}
}
}
}

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69
ML-Agents-Input-Example/Assets/ML-Agents/Examples/SharedAssets/Scripts/ProjectSettingsOverrides.cs


using UnityEngine;
using Unity.MLAgents;
namespace Unity.MLAgentsExamples
{
/// <summary>
/// A helper class for the ML-Agents example scenes to override various
/// global settings, and restore them afterwards.
/// This can modify some Physics and time-stepping properties, so you
/// shouldn't copy it into your project unless you know what you're doing.
/// </summary>
public class ProjectSettingsOverrides : MonoBehaviour
{
// Original values
Vector3 m_OriginalGravity;
float m_OriginalFixedDeltaTime;
float m_OriginalMaximumDeltaTime;
int m_OriginalSolverIterations;
int m_OriginalSolverVelocityIterations;
bool m_OriginalReuseCollisionCallbacks;
[Tooltip("Increase or decrease the scene gravity. Use ~3x to make things less floaty")]
public float gravityMultiplier = 1.0f;
[Header("Advanced physics settings")]
[Tooltip("The interval in seconds at which physics and other fixed frame rate updates (like MonoBehaviour's FixedUpdate) are performed.")]
public float fixedDeltaTime = .02f;
[Tooltip("The maximum time a frame can take. Physics and other fixed frame rate updates (like MonoBehaviour's FixedUpdate) will be performed only for this duration of time per frame.")]
public float maximumDeltaTime = 1.0f / 3.0f;
[Tooltip("Determines how accurately Rigidbody joints and collision contacts are resolved. (default 6). Must be positive.")]
public int solverIterations = 6;
[Tooltip("Affects how accurately the Rigidbody joints and collision contacts are resolved. (default 1). Must be positive.")]
public int solverVelocityIterations = 1;
[Tooltip("Determines whether the garbage collector should reuse only a single instance of a Collision type for all collision callbacks. Reduces Garbage.")]
public bool reuseCollisionCallbacks = true;
public void Awake()
{
// Save the original values
m_OriginalGravity = Physics.gravity;
m_OriginalFixedDeltaTime = Time.fixedDeltaTime;
m_OriginalMaximumDeltaTime = Time.maximumDeltaTime;
m_OriginalSolverIterations = Physics.defaultSolverIterations;
m_OriginalSolverVelocityIterations = Physics.defaultSolverVelocityIterations;
m_OriginalReuseCollisionCallbacks = Physics.reuseCollisionCallbacks;
// Override
Physics.gravity *= gravityMultiplier;
Time.fixedDeltaTime = fixedDeltaTime;
Time.maximumDeltaTime = maximumDeltaTime;
Physics.defaultSolverIterations = solverIterations;
Physics.defaultSolverVelocityIterations = solverVelocityIterations;
Physics.reuseCollisionCallbacks = reuseCollisionCallbacks;
// Make sure the Academy singleton is initialized first, since it will create the SideChannels.
Academy.Instance.EnvironmentParameters.RegisterCallback("gravity", f => { Physics.gravity = new Vector3(0, -f, 0); });
}
public void OnDestroy()
{
Physics.gravity = m_OriginalGravity;
Time.fixedDeltaTime = m_OriginalFixedDeltaTime;
Time.maximumDeltaTime = m_OriginalMaximumDeltaTime;
Physics.defaultSolverIterations = m_OriginalSolverIterations;
Physics.defaultSolverVelocityIterations = m_OriginalSolverVelocityIterations;
Physics.reuseCollisionCallbacks = m_OriginalReuseCollisionCallbacks;
}
}
}

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19
ML-Agents-Input-Example/ProjectSettings/AudioManager.asset


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--- !u!11 &1
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m_RequestedDSPBufferSize: 0

15
ML-Agents-Input-Example/ProjectSettings/BurstAotSettings_StandaloneOSX.json


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6
ML-Agents-Input-Example/ProjectSettings/ClusterInputManager.asset


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--- !u!236 &1
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