# Using the Monitor ![Monitor](images/monitor.png) 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. By default, the Monitor is only active in the *inference* phase, so not during training. To change this behavior, 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) ``` * `key` is the name of the information you want to display. * `value` is the information you want to display. *`value`* can have different types: * `string` - The Monitor will display the string next to the key. It can be useful for displaying error messages. * `float` - The Monitor will display a slider. Note that the values must be between -1 and 1. If the value is positive, the slider will be green, if the value is negative, the slider will be red. * `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. * **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.