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unity-tech-cn:/tag-0.2.0
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拉取从: unity-tech-cn:hh-develop-all-posed-characters
unity-tech-cn:/main
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unity-tech-cn:/develop/memorydump
unity-tech-cn:/develop/permutepytorch
unity-tech-cn:/develop/sac-targetq
unity-tech-cn:/develop/actions-out
unity-tech-cn:/develop/reshapeonnxmemories
unity-tech-cn:/develop/crawlergail
unity-tech-cn:/develop/debugtorchfood
unity-tech-cn:/develop/hybrid-actions
unity-tech-cn:/develop/bullet-hell
unity-tech-cn:/develop/action-spec-gym
unity-tech-cn:/develop/battlefoodcollector
unity-tech-cn:/develop/use-action-buffers
unity-tech-cn:/develop/hardswish
unity-tech-cn:/develop/leakyrelu
unity-tech-cn:/develop/torch-clip-scale
unity-tech-cn:/develop/contentropy
unity-tech-cn:/develop/manch
unity-tech-cn:/develop/torchcrawlerdebug
unity-tech-cn:/develop/fix-nan
unity-tech-cn:/develop/multitype-buffer
unity-tech-cn:/develop/windows-delay
unity-tech-cn:/develop/torch-tanh
unity-tech-cn:/develop/gail-norm
unity-tech-cn:/develop/multiprocess
unity-tech-cn:/develop/unified-obs
unity-tech-cn:/develop/rm-rf-new-models
unity-tech-cn:/develop/skipcritic
unity-tech-cn:/develop/centralizedcritic
unity-tech-cn:/develop/dodgeball-tests
unity-tech-cn:/develop/cc-teammanager
unity-tech-cn:/develop/weight-decay
unity-tech-cn:/develop/singular-embeddings
unity-tech-cn:/develop/zombieteammanager
unity-tech-cn:/develop/superpush
unity-tech-cn:/develop/teammanager
unity-tech-cn:/develop/zombie-exp
unity-tech-cn:/develop/update-readme
unity-tech-cn:/develop/readme-fix
unity-tech-cn:/develop/coma-noact
unity-tech-cn:/develop/coma-withq
unity-tech-cn:/develop/coma2
unity-tech-cn:/develop/action-slice
unity-tech-cn:/develop/gru
unity-tech-cn:/develop/critic-op-lstm-currentmem
unity-tech-cn:/develop/decaygail
unity-tech-cn:/develop/gail-srl-hack
unity-tech-cn:/develop/rear-pad
unity-tech-cn:/develop/mm-copyright-dates
unity-tech-cn:/develop/dodgeball-raycasts
unity-tech-cn:/develop/collab-envs-exp-ervin
unity-tech-cn:/develop/pushcollabonly
unity-tech-cn:/develop/sample-curation
unity-tech-cn:/develop/soccer-groupman
unity-tech-cn:/develop/input-actuator-tanks
unity-tech-cn:/develop/validate-release-fix
unity-tech-cn:/develop/new-console-log
unity-tech-cn:/develop/lex-walker-model
unity-tech-cn:/develop/lstm-burnin
unity-tech-cn:/develop/grid-vaiable-names
unity-tech-cn:/develop/fix-attn-embedding
unity-tech-cn:/develop/api-documentation-update-some-fixes
unity-tech-cn:/develop/update-grpc
unity-tech-cn:/develop/grid-rootref-debug
unity-tech-cn:/develop/pbcollab-rays
unity-tech-cn:/develop/2.0-verified-pre
unity-tech-cn:/develop/parameterizedenvs
unity-tech-cn:/develop/custom-ray-sensor
unity-tech-cn:/develop/mm-add-v2blog
unity-tech-cn:/develop/custom-raycast
unity-tech-cn:/develop/area-manager
unity-tech-cn:/develop/remove-unecessary-lr
unity-tech-cn:/develop/use-base-env-in-learn
unity-tech-cn:/soccer-fives/multiagent
unity-tech-cn:/develop/cubewars/splashdamage
unity-tech-cn:/develop/add-fire/exp
unity-tech-cn:/develop/add-fire/jit
unity-tech-cn:/develop/add-fire/speedtest
unity-tech-cn:/develop/add-fire/bc
unity-tech-cn:/develop/add-fire/ckpt-2
unity-tech-cn:/develop/add-fire/normalize-context
unity-tech-cn:/develop/add-fire/components-dir
unity-tech-cn:/develop/add-fire/halfentropy
unity-tech-cn:/develop/add-fire/memoryclass
unity-tech-cn:/develop/add-fire/categoricaldist
unity-tech-cn:/develop/add-fire/mm
unity-tech-cn:/develop/add-fire/sac-lst
unity-tech-cn:/develop/add-fire/mm3
unity-tech-cn:/develop/add-fire/continuous
unity-tech-cn:/develop/add-fire/ghost
unity-tech-cn:/develop/add-fire/policy-tests
unity-tech-cn:/develop/add-fire/export-discrete
unity-tech-cn:/develop/add-fire/test-simple-rl-fix-resnet
unity-tech-cn:/develop/add-fire/remove-currdoc
unity-tech-cn:/develop/add-fire/clean2
unity-tech-cn:/develop/add-fire/doc-cleanups
unity-tech-cn:/develop/add-fire/changelog
unity-tech-cn:/develop/add-fire/mm2
unity-tech-cn:/develop/model-transfer/add-physics
unity-tech-cn:/develop/model-transfer/train
unity-tech-cn:/develop/jit/experiments
unity-tech-cn:/exp-vince/sep30-2020
unity-tech-cn:/hh-develop-gridsensor-tests/static
unity-tech-cn:/develop/hybrid-actions/distlist
unity-tech-cn:/develop/bullet-hell/buffer
unity-tech-cn:/goal-conditioning/new
unity-tech-cn:/goal-conditioning/sensors-2
unity-tech-cn:/goal-conditioning/sensors-3-pytest-fix
unity-tech-cn:/goal-conditioning/grid-world
unity-tech-cn:/soccer-comms/disc
unity-tech-cn:/develop/centralizedcritic/counterfact
unity-tech-cn:/develop/centralizedcritic/mm
unity-tech-cn:/develop/centralizedcritic/nonego
unity-tech-cn:/develop/zombieteammanager/disableagent
unity-tech-cn:/develop/zombieteammanager/killfirst
unity-tech-cn:/develop/superpush/int
unity-tech-cn:/develop/superpush/branch-cleanup
unity-tech-cn:/develop/teammanager/int
unity-tech-cn:/develop/teammanager/cubewar-nocycle
unity-tech-cn:/develop/teammanager/cubewars
unity-tech-cn:/develop/superpush/int/hunter
unity-tech-cn:/goal-conditioning/new/allo-crawler
unity-tech-cn:/develop/coma2/clip
unity-tech-cn:/develop/coma2/singlenetwork
unity-tech-cn:/develop/coma2/samenet
unity-tech-cn:/develop/coma2/fixgroup
unity-tech-cn:/develop/coma2/samenet/sum
unity-tech-cn:/hh-develop-dodgeball/goy-input
unity-tech-cn:/develop/soccer-groupman/mod
unity-tech-cn:/develop/soccer-groupman/mod/hunter
unity-tech-cn:/develop/soccer-groupman/mod/hunter/cine
unity-tech-cn:/ai-hw-2021/tensor-applier
此合并请求有变更与目标分支冲突。
/.gitignore
/Project/Packages/manifest.json
/Project/ProjectSettings/DynamicsManager.asset
/Project/ProjectSettings/ProjectVersion.txt
/Project/Assets/ML-Agents/Examples/Crawler/Scripts/CrawlerAgent.cs
/Project/Assets/ML-Agents/Examples/GridWorld/Demos/ExpertGrid.demo.meta
/docs/Learning-Environment-Examples.md
/Project/Assets/ML-Agents/Examples/Worm
/Project/Assets/ML-Agents/Examples/SharedAssets/Prefabs/DynamicTargetPlatform.prefab
/config/trainer_config.yaml
/Project/Assets/ML-Agents/Examples/Bouncer/TFModels/Bouncer.nn.meta
/Project/Assets/ML-Agents/Examples/Tennis/TFModels/Tennis.nn.meta
/Project/Assets/ML-Agents/Examples/Hallway/TFModels/Hallway.nn.meta
/Project/Assets/ML-Agents/Examples/3DBall/TFModels/3DBallHard.nn.meta
/Project/Assets/ML-Agents/Examples/GridWorld/TFModels/GridWorld.nn.meta
/Project/Assets/ML-Agents/Examples/FoodCollector/TFModels/FoodCollector.nn.meta
/Project/Assets/ML-Agents/Examples/Crawler/Scenes/CrawlerDynamicTarget.unity
/Project/Assets/ML-Agents/Examples/Crawler/Demos/ExpertCrawlerDyn.demo.meta
/Project/Assets/ML-Agents/Examples/Crawler/Demos/ExpertCrawlerSta.demo.meta
/Project/Assets/ML-Agents/Examples/Crawler/TFModels/CrawlerDynamic.nn.meta
44 次代码提交
共有 735 个文件被更改,包括 17210 次插入 和 61 次删除
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33config/trainer_config.yaml
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23docs/Learning-Environment-Examples.md
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1.gitignore
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1Project/Packages/manifest.json
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6Project/ProjectSettings/DynamicsManager.asset
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2Project/ProjectSettings/ProjectVersion.txt
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3Project/Assets/ML-Agents/Examples/Bouncer/TFModels/Bouncer.nn.meta
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3Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlock.nn.meta
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3Project/Assets/ML-Agents/Examples/Pyramids/TFModels/Pyramids.nn.meta
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3Project/Assets/ML-Agents/Examples/Tennis/TFModels/Tennis.nn.meta
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3Project/Assets/ML-Agents/Examples/WallJump/TFModels/BigWallJump.nn.meta
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3Project/Assets/ML-Agents/Examples/Hallway/TFModels/Hallway.nn.meta
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3Project/Assets/ML-Agents/Examples/3DBall/TFModels/3DBall.nn.meta
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3Project/Assets/ML-Agents/Examples/3DBall/TFModels/3DBallHard.nn.meta
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3Project/Assets/ML-Agents/Examples/Basic/TFModels/Basic.nn.meta
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2Project/Assets/ML-Agents/Examples/GridWorld/Demos/ExpertGrid.demo.meta
-
3Project/Assets/ML-Agents/Examples/GridWorld/TFModels/GridWorld.nn.meta
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3Project/Assets/ML-Agents/Examples/FoodCollector/TFModels/FoodCollector.nn.meta
-
112Project/Assets/ML-Agents/Examples/Crawler/Scripts/CrawlerAgent.cs
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952Project/Assets/ML-Agents/Examples/Crawler/Scenes/CrawlerDynamicTarget.unity
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2Project/Assets/ML-Agents/Examples/Crawler/Demos/ExpertCrawlerDyn.demo.meta
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2Project/Assets/ML-Agents/Examples/Crawler/Demos/ExpertCrawlerSta.demo.meta
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2Project/Assets/ML-Agents/Examples/Crawler/TFModels/CrawlerDynamic.nn.meta
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7Project/Assets/ML-Agents/Examples/SharedAssets/Materials/GridMatFloor.mat
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13Project/Assets/ML-Agents/Examples/SharedAssets/Materials/Green.mat
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717docs/images/worm.png
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8Project/Assets/Puppo.meta
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55Project/Assets/ML-Agents/Examples/Walker/Scripts/FramesPerSecond.cs
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11Project/Assets/ML-Agents/Examples/Walker/Scripts/FramesPerSecond.cs.meta
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8Project/Assets/ML-Agents/Examples/Worm.meta
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1001Project/Assets/ML-Agents/Examples/Crawler/TFModels/CrawlerDynamicNewRewardsInFU.nn
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11Project/Assets/ML-Agents/Examples/Crawler/TFModels/CrawlerDynamicNewRewardsInFU.nn.meta
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1001Project/Assets/ML-Agents/Examples/Crawler/TFModels/CrawlerDynamicWormSettingsRewardsInDecision.nn
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11Project/Assets/ML-Agents/Examples/Crawler/TFModels/CrawlerDynamicWormSettingsRewardsInDecision.nn.meta
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1001Project/Assets/ML-Agents/Examples/Crawler/TFModels/CrawlerDynamic2xGravityRewInDec.nn
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11Project/Assets/ML-Agents/Examples/Crawler/TFModels/CrawlerDynamic2xGravityRewInDec.nn.meta
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1001Project/Assets/ML-Agents/Examples/Crawler/TFModels/CrawlerDynamicWeakerJointsRewInDec.nn
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11Project/Assets/ML-Agents/Examples/Crawler/TFModels/CrawlerDynamicWeakerJointsRewInDec.nn.meta
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1001Project/Assets/ML-Agents/Examples/Crawler/TFModels/CrawlerDynamicWeakerJointsRewInFU.nn
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11Project/Assets/ML-Agents/Examples/Crawler/TFModels/CrawlerDynamicWeakerJointsRewInFU.nn.meta
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198Project/Assets/ML-Agents/Examples/SharedAssets/Scripts/AvgCenterOfMass.cs
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11Project/Assets/ML-Agents/Examples/SharedAssets/Scripts/AvgCenterOfMass.cs.meta
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35Project/Assets/ML-Agents/Examples/SharedAssets/Scripts/MenuController.cs
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11Project/Assets/ML-Agents/Examples/SharedAssets/Scripts/MenuController.cs.meta
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44Project/Assets/ML-Agents/Examples/SharedAssets/Scripts/ScreenTouchObject.cs
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11Project/Assets/ML-Agents/Examples/SharedAssets/Scripts/ScreenTouchObject.cs.meta
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702Project/Assets/ML-Agents/Examples/SharedAssets/Prefabs/DynamicTargetPlatform.prefab
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7Project/Assets/ML-Agents/Examples/SharedAssets/Prefabs/DynamicTargetPlatform.prefab.meta
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8Project/Assets/ML-Agents/Examples/SharedAssets/Scenes.meta
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76Project/Assets/ML-Agents/Examples/SharedAssets/Materials/Block.mat
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8Project/Assets/ML-Agents/Examples/SharedAssets/Materials/Block.mat.meta
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77Project/Assets/ML-Agents/Examples/SharedAssets/Materials/TreeGreen.mat
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8Project/Assets/ML-Agents/Examples/SharedAssets/Materials/TreeGreen.mat.meta
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77Project/Assets/ML-Agents/Examples/SharedAssets/Materials/YellowLight.mat
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8Project/Assets/ML-Agents/Examples/SharedAssets/Materials/YellowLight.mat.meta
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8Project/Assets/ML-Agents/Examples/SharedAssets/Meshes/New Folder.meta
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71Project/Assets/ML-Agents/Examples/SharedAssets/Meshes/SantaHat.fbx
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98Project/Assets/ML-Agents/Examples/SharedAssets/Meshes/SantaHat.fbx.meta
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43Project/Assets/ML-Agents/Examples/SharedAssets/Meshes/Tree.fbx
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98Project/Assets/ML-Agents/Examples/SharedAssets/Meshes/Tree.fbx.meta
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8Project/Assets/Particle Examples.meta
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8Project/Assets/TextMesh Pro.meta
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1001results/CrawlerDynamic/CrawlerDynamic.nn
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2results/CrawlerDynamic/CrawlerDynamic/checkpoint
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5results/CrawlerDynamic/CrawlerDynamic/events.out.tfevents.1593650175.BrandonHunterHenry.local
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1001results/CrawlerDynamic/CrawlerDynamic/frozen_graph_def.pb
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22results/CrawlerDynamic/CrawlerDynamic/model-1429.ckpt.index
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1001results/CrawlerDynamic/CrawlerDynamic/model-1429.ckpt.meta
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1001results/CrawlerDynamic/CrawlerDynamic/raw_graph_def.pb
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56results/CrawlerDynamic/configuration.yaml
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208results/CrawlerDynamic/run_logs/timers.json
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7results/CrawlerDynamic/run_logs/training_status.json
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1001results/CrawlerStatic/CrawlerStatic.nn
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2results/CrawlerStatic/CrawlerStatic/checkpoint
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5results/CrawlerStatic/CrawlerStatic/events.out.tfevents.1593650221.BrandonHunterHenry.local
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1001results/CrawlerStatic/CrawlerStatic/frozen_graph_def.pb
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20results/CrawlerStatic/CrawlerStatic/model-1548.ckpt.index
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1001results/CrawlerStatic/CrawlerStatic/model-1548.ckpt.meta
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1001results/CrawlerStatic/CrawlerStatic/raw_graph_def.pb
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56results/CrawlerStatic/configuration.yaml
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208results/CrawlerStatic/run_logs/timers.json
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7results/CrawlerStatic/run_logs/training_status.json
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m_EditorVersion: 2018.4.18f1 |
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m_EditorVersion: 2018.4.24f1 |
952
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using System.Collections; |
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using System.Collections.Generic; |
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using UnityEngine; |
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using TMPro; |
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public class FramesPerSecond : MonoBehaviour { |
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// public TMP_Text fpsText;
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public int frameRange = 60; |
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public int[] fpsBuffer; |
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public int fpsBufferIndex; |
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public int AverageFPS; |
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// Use this for initialization
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void Start () { |
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} |
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void Update () { |
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if (fpsBuffer == null || fpsBuffer.Length != frameRange) { |
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InitializeBuffer(); |
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} |
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UpdateBuffer(); |
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// CalculateFPS();
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// if(fpsText)
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// {
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// fpsText.text = AverageFPS.ToString();
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// }
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} |
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void InitializeBuffer () { |
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if (frameRange <= 0) { |
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frameRange = 1; |
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} |
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fpsBuffer = new int[frameRange]; |
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fpsBufferIndex = 0; |
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} |
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void UpdateBuffer () { |
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fpsBuffer[fpsBufferIndex++] = (int)(1f / Time.unscaledDeltaTime); |
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if (fpsBufferIndex >= frameRange) { |
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fpsBufferIndex = 0; |
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} |
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} |
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public void CalculateFPS () |
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{ |
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int sum = 0; |
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for (int i = 0; i < frameRange; i++) { |
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sum += fpsBuffer[i]; |
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} |
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AverageFPS = sum / frameRange; |
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} |
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1001
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script: {fileID: 11500000, guid: 19ed1486aa27d4903b34839f37b8f69f, type: 3} |
1001
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script: {fileID: 11500000, guid: 19ed1486aa27d4903b34839f37b8f69f, type: 3} |
1001
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script: {fileID: 11500000, guid: 19ed1486aa27d4903b34839f37b8f69f, type: 3} |
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using System.Collections.Generic; |
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using UnityEngine; |
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|
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/// <summary>
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|||
/// Used for visualizing the average center of mass of a ragdoll
|
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/// </summary>
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[DisallowMultipleComponent] |
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[ExecuteInEditMode] |
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public class AvgCenterOfMass : MonoBehaviour |
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{ |
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/// <summary>
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/// Enable to show a green spehere at the current center of mass.
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/// </summary>
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[Tooltip("Enable to show a green spehere at the current center of mass.")] |
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public bool showCOMGizmos = true; |
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public Vector3 avgCOMWorldSpace; |
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public Color avgCOMColor = Color.green; |
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public Color bodyPartCOMColor = Color.yellow; |
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List<Rigidbody> rbList = new List<Rigidbody>(); |
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public float totalMass; |
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|
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void Start() |
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{ |
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SetUpRigidbodies(); |
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} |
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void SetUpRigidbodies() |
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{ |
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rbList.Clear(); |
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totalMass = 0; |
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foreach(var item in GetComponentsInChildren<Rigidbody>()) |
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{ |
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rbList.Add(item); |
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totalMass += item.mass; |
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} |
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} |
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|||
// void FixedUpdate()
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|||
// {
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|||
// if(Application.isPlaying)
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|||
// {
|
|||
// avgCOMWorldSpace = Vector3.zero;
|
|||
|
|||
// foreach(var item in rbList)
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|||
// {
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|||
// if (item)
|
|||
// {
|
|||
// avgCOMWorldSpace += item.worldCenterOfMass;
|
|||
// }
|
|||
// }
|
|||
|
|||
// //DRAW AVG GIZMOS
|
|||
// avgCOMWorldSpace /= rbList.Count; //divide by num of rb's to get avg in WORLD space
|
|||
// }
|
|||
// }
|
|||
void FixedUpdate() |
|||
{ |
|||
if(Application.isPlaying) |
|||
{ |
|||
// avgCOMWorldSpace = Vector3.zero;
|
|||
// foreach(var item in rbList)
|
|||
// {
|
|||
// if (item)
|
|||
// {
|
|||
// avgCOMWorldSpace += item.worldCenterOfMass;
|
|||
// }
|
|||
// }
|
|||
// //DRAW AVG GIZMOS
|
|||
// avgCOMWorldSpace /= rbList.Count; //divide by num of rb's to get avg in WORLD space
|
|||
|
|||
|
|||
Vector3 CoM = Vector3.zero; |
|||
float c = 0f; |
|||
|
|||
foreach(var item in rbList) |
|||
{ |
|||
CoM += item.worldCenterOfMass * item.mass; |
|||
c += item.mass; |
|||
} |
|||
avgCOMWorldSpace = CoM/c; |
|||
// CoM /= c;
|
|||
} |
|||
} |
|||
|
|||
|
|||
|
|||
private void OnDrawGizmosSelected() |
|||
{ |
|||
if(!Application.isPlaying) |
|||
{ |
|||
if (showCOMGizmos) |
|||
{ |
|||
Vector3 CoM = Vector3.zero; |
|||
float c = 0f; |
|||
// avgCOMWorldSpace = Vector3.zero;
|
|||
//SHOW BODY PART GIZMOS
|
|||
foreach(var item in rbList) |
|||
{ |
|||
// if (item)
|
|||
// {
|
|||
Gizmos.color = bodyPartCOMColor; |
|||
float drawCOMRadius = item.mass/totalMass; |
|||
Gizmos.DrawWireSphere(item.worldCenterOfMass, drawCOMRadius); |
|||
CoM += item.worldCenterOfMass * item.mass; |
|||
c += item.mass; |
|||
// avgCOMWorldSpace += item.worldCenterOfMass;
|
|||
// }
|
|||
} |
|||
|
|||
//DRAW AVG GIZMOS
|
|||
avgCOMWorldSpace = CoM/c; |
|||
// avgCOMWorldSpace /= rbList.Count; //divide by num of rb's to get avg in WORLD space
|
|||
float avgCOMRadius = 0.1f; //radius of gizmo
|
|||
Gizmos.color = avgCOMColor; |
|||
Gizmos.DrawSphere(avgCOMWorldSpace, avgCOMRadius); |
|||
} |
|||
} |
|||
else |
|||
{ |
|||
if (showCOMGizmos) |
|||
{ |
|||
// avgCOMWorldSpace = Vector3.zero;
|
|||
|
|||
//SHOW BODY PART GIZMOS
|
|||
foreach(var item in rbList) |
|||
{ |
|||
// if (item)
|
|||
// {
|
|||
Gizmos.color = bodyPartCOMColor; |
|||
float drawCOMRadius = item.mass/totalMass; |
|||
Gizmos.DrawWireSphere(item.worldCenterOfMass, drawCOMRadius); |
|||
// avgCOMWorldSpace += item.worldCenterOfMass;
|
|||
// }
|
|||
} |
|||
|
|||
//DRAW AVG GIZMOS
|
|||
// avgCOMWorldSpace /= rbList.Count; //divide by num of rb's to get avg in WORLD space
|
|||
float avgCOMGizmoRadius = 0.1f; //radius of gizmo
|
|||
Gizmos.color = avgCOMColor; |
|||
Gizmos.DrawSphere(avgCOMWorldSpace, avgCOMGizmoRadius); |
|||
} |
|||
|
|||
} |
|||
} |
|||
// {
|
|||
// if(!Application.isPlaying)
|
|||
// {
|
|||
// if (showCOMGizmos)
|
|||
// {
|
|||
// avgCOMWorldSpace = Vector3.zero;
|
|||
|
|||
// //SHOW BODY PART GIZMOS
|
|||
// foreach(var item in rbList)
|
|||
// {
|
|||
// if (item)
|
|||
// {
|
|||
// Gizmos.color = bodyPartCOMColor;
|
|||
// float drawCOMRadius = item.mass/totalMass;
|
|||
// Gizmos.DrawWireSphere(item.worldCenterOfMass, drawCOMRadius);
|
|||
// avgCOMWorldSpace += item.worldCenterOfMass;
|
|||
// }
|
|||
// }
|
|||
|
|||
// //DRAW AVG GIZMOS
|
|||
// avgCOMWorldSpace /= rbList.Count; //divide by num of rb's to get avg in WORLD space
|
|||
// float avgCOMRadius = 0.1f; //radius of gizmo
|
|||
// Gizmos.color = avgCOMColor;
|
|||
// Gizmos.DrawSphere(avgCOMWorldSpace, avgCOMRadius);
|
|||
// }
|
|||
// }
|
|||
// else
|
|||
// {
|
|||
// if (showCOMGizmos)
|
|||
// {
|
|||
// // avgCOMWorldSpace = Vector3.zero;
|
|||
|
|||
// //SHOW BODY PART GIZMOS
|
|||
// foreach(var item in rbList)
|
|||
// {
|
|||
// if (item)
|
|||
// {
|
|||
// Gizmos.color = bodyPartCOMColor;
|
|||
// float drawCOMRadius = item.mass/totalMass;
|
|||
// Gizmos.DrawWireSphere(item.worldCenterOfMass, drawCOMRadius);
|
|||
// // avgCOMWorldSpace += item.worldCenterOfMass;
|
|||
// }
|
|||
// }
|
|||
|
|||
// //DRAW AVG GIZMOS
|
|||
// // avgCOMWorldSpace /= rbList.Count; //divide by num of rb's to get avg in WORLD space
|
|||
// float avgCOMGizmoRadius = 0.1f; //radius of gizmo
|
|||
// Gizmos.color = avgCOMColor;
|
|||
// Gizmos.DrawSphere(avgCOMWorldSpace, avgCOMGizmoRadius);
|
|||
// }
|
|||
|
|||
// }
|
|||
// }
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} |
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executionOrder: 0 |
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|||
// Connected to the Cube and includes a DontDestroyOnLoad()
|
|||
// LoadScene() is called by the first script and switches to the second.
|
|||
|
|||
using UnityEngine; |
|||
using UnityEngine.SceneManagement; |
|||
|
|||
public class MenuController : MonoBehaviour |
|||
{ |
|||
private static bool created = false; |
|||
|
|||
void Awake() |
|||
{ |
|||
if (!created) |
|||
{ |
|||
DontDestroyOnLoad(this.gameObject); |
|||
created = true; |
|||
Debug.Log("Awake: " + this.gameObject); |
|||
} |
|||
} |
|||
|
|||
// public void LoadScene()
|
|||
// {
|
|||
// if (SceneManager.GetActiveScene().name == "scene1")
|
|||
// {
|
|||
// SceneManager.LoadScene("scene2", LoadSceneMode.Single);
|
|||
// }
|
|||
// }
|
|||
public void LoadScene(string sceneName) |
|||
{ |
|||
// if (SceneManager.GetActiveScene().name == "scene1")
|
|||
// {
|
|||
SceneManager.LoadScene(sceneName, LoadSceneMode.Single); |
|||
// }
|
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} |
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} |
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fileFormatVersion: 2 |
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using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
public class ScreenTouchObject : MonoBehaviour { |
|||
|
|||
// Use this for initialization
|
|||
void Start () { |
|||
|
|||
} |
|||
|
|||
// Update is called once per frame
|
|||
void Update () { |
|||
|
|||
} |
|||
// void ThrowRaycast(Vector3 pos)
|
|||
// {
|
|||
// // Construct a ray from the current touch coordinates
|
|||
// Ray ray = Camera.main.ScreenPointToRay(pos);
|
|||
// RaycastHit hit;
|
|||
// if (Physics.Raycast(ray, out hit, 20, groundLayer))
|
|||
// {
|
|||
// bone.position = hit.point;
|
|||
// // hasThrownBone = true;
|
|||
// dog.target = bone;
|
|||
// dog.shouldGoGetBone = true;
|
|||
// }
|
|||
|
|||
// }
|
|||
// void ThrowRaycast(Vector3 pos)
|
|||
// {
|
|||
// // Construct a ray from the current touch coordinates
|
|||
// Ray ray = Camera.main.ScreenPointToRay(pos);
|
|||
// RaycastHit hit;
|
|||
// if (Physics.Raycast(ray, out hit, 20, groundLayer))
|
|||
// {
|
|||
// bone.position = hit.point;
|
|||
// // hasThrownBone = true;
|
|||
// dog.target = bone;
|
|||
// dog.shouldGoGetBone = true;
|
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// }
|
|||
|
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// }
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