Update Feature-Monitor.md to add missing information (#1091)
* Update Feature-Monitor.md
Adds details on 1) how to activate the monitor and 2) how to be able to use a target transform to display the information on.
* Update Feature-Monitor.md
Updated with suggestions from reviewer.
The monitor allows visualizing information related to the agents or training process within a Unity scene.
You can track many different things both related and unrelated to the agents themselves. To use the Monitor, call the Log function anywhere in your code :
You can track many different things both related and unrelated to the agents themselves. By default, the Monitor is only active in the *inference* phase, so not during training. To change this behaviour, you can activate or deactivate it by calling `SetActive(boolean)`. For example to also show the monitor during training, you can call it in the `InitializeAcademy()` method of your `Academy`:
```csharp
using MLAgents;
public class YourAcademy : Academy {
public override void InitializeAcademy()
{
Monitor.SetActive(true);
}
}
```
To add values to monitor, call the `Log` function anywhere in your code :
```csharp
Monitor.Log(key, value, target)
* *`float[]`* - The Monitor Log call can take an additional argument called `displayType` that can be either `INDEPENDENT` (default) or `PROPORTIONAL` :
* *`INDEPENDENT`* is used to display multiple independent floats as a histogram. The histogram will be a sequence of vertical sliders.
* *`PROPORTION`* is used to see the proportions between numbers. For each float in values, a rectangle of width of value divided by the sum of all values will be show. It is best for visualizing values that sum to 1.
* *`target`* is the transform to which you want to attach information. If the transform is `null` the information will be attached to the global monitor.
* *`target`* is the transform to which you want to attach information. If the transform is `null` the information will be attached to the global monitor.
* **NB:** When adding a target transform that is not the global monitor, make sure you have your main camera object tagged as `MainCamera` via the inspector. This is needed to properly display the text onto the screen.