# Custom Side Channels You can create your own side channel in C# and Python and use it to communicate custom data structures between the two. This can be useful for situations in which the data to be sent is too complex or structured for the built-in `FloatPropertiesChannel`, or is not related to any specific agent, and therefore inappropriate as an agent observation. ## Overview In order to use a side channel, it must be implemented as both Unity and Python classes. ### Unity side The side channel will have to implement the `SideChannel` abstract class and the following method. * `OnMessageReceived(byte[] data)` : You must implement this method to specify what the side channel will be doing with the data received from Python. The data is a `byte[]` argument. The side channel must also assign a `ChannelId` property in the constructor. The `ChannelId` is a Guid (or UUID in Python) used to uniquely identify a side channel. This Guid must be the same on C# and Python. There can only be one side channel of a certain id during communication. To send a byte array from C# to Python, call the `base.QueueMessageToSend(data)` method inside the side channel. The `data` argument must be a `byte[]`. To register a side channel on the Unity side, call `Academy.Instance.RegisterSideChannel` with the side channel as only argument. ### Python side The side channel will have to implement the `SideChannel` abstract class. You must implement : * `on_message_received(self, data: bytes) -> None` : You must implement this method to specify what the side channel will be doing with the data received from Unity. The data is a `byte[]` argument. The side channel must also assign a `channel_id` property in the constructor. The `channel_id` is a UUID (referred in C# as Guid) used to uniquely identify a side channel. This number must be the same on C# and Python. There can only be one side channel of a certain id during communication. To assign the `channel_id` call the abstract class constructor with the appropriate `channel_id` as follows: ```python super().__init__(my_channel_id) ``` To send a byte array from Python to C#, call the `super().queue_message_to_send(bytes_data)` method inside the side channel. The `bytes_data` argument must be a `bytes` object. To register a side channel on the Python side, pass the side channel as argument when creating the `UnityEnvironment` object. One of the arguments of the constructor (`side_channels`) is a list of side channels. ## Example implementation Below is a simple implementation of a side channel that will exchange ascii encoded strings between a Unity environment and Python. ### Example Unity C# code The first step is to create the `StringLogSideChannel` class within the Unity project. Here is an implementation of a `StringLogSideChannel` that will listen for messages from python and print them to the Unity debug log, as well as send error messages from Unity to python. ```csharp using UnityEngine; using MLAgents; using MLAgents.SideChannels; using System.Text; using System; public class StringLogSideChannel : SideChannel { public StringLogSideChannel() { ChannelId = new Guid("621f0a70-4f87-11ea-a6bf-784f4387d1f7"); } public override void OnMessageReceived(byte[] data) { var receivedString = Encoding.ASCII.GetString(data); Debug.Log("From Python : " + receivedString); } public void SendDebugStatementToPython(string logString, string stackTrace, LogType type) { if (type == LogType.Error) { var stringToSend = type.ToString() + ": " + logString + "\n" + stackTrace; var encodedString = Encoding.ASCII.GetBytes(stringToSend); base.QueueMessageToSend(encodedString); } } } ``` Once we have defined our custom side channel class, we need to ensure that it is instantiated and registered. This can typically be done wherever the logic of the side channel makes sense to be associated, for example on a MonoBehaviour object that might need to access data from the side channel. Here we show a simple MonoBehaviour object which instantiates and registeres the new side channel. If you have not done it already, make sure that the MonoBehaviour which registers the side channel is attached to a gameobject which will be live in your Unity scene. ```csharp using UnityEngine; using MLAgents; public class RegisterStringLogSideChannel : MonoBehaviour { StringLogSideChannel stringChannel; public void Awake() { // We create the Side Channel stringChannel = new StringLogSideChannel(); // When a Debug.Log message is created, we send it to the stringChannel Application.logMessageReceived += stringChannel.SendDebugStatementToPython; // The channel must be registered with the Academy Academy.Instance.RegisterSideChannel(stringChannel); } public void OnDestroy() { // De-register the Debug.Log callback Application.logMessageReceived -= stringChannel.SendDebugStatementToPython; if (Academy.IsInitialized){ Academy.Instance.UnregisterSideChannel(stringChannel); } } public void Update() { // Optional : If the space bar is pressed, raise an error ! if (Input.GetKeyDown(KeyCode.Space)) { Debug.LogError("This is a fake error. Space bar was pressed in Unity."); } } } ``` ### Example Python code Now that we have created the necessary Unity C# classes, we can create their Python counterparts. ```python from mlagents_envs.environment import UnityEnvironment from mlagents_envs.side_channel.side_channel import SideChannel import numpy as np import uuid # Create the StringLogChannel class class StringLogChannel(SideChannel): def __init__(self) -> None: super().__init__(uuid.UUID("621f0a70-4f87-11ea-a6bf-784f4387d1f7")) def on_message_received(self, data: bytes) -> None: """ Note :We must implement this method of the SideChannel interface to receive messages from Unity """ # We simply print the data received interpreted as ascii print(data.decode("ascii")) def send_string(self, data: str) -> None: # Convert the string to ascii bytes_data = data.encode("ascii") # We call this method to queue the data we want to send super().queue_message_to_send(bytes_data) ``` We can then instantiate the new side channel, launch a `UnityEnvironment` with that side channel active, and send a series of messages to the Unity environment from Python using it. ```python # Create the channel string_log = StringLogChannel() # We start the communication with the Unity Editor and pass the string_log side channel as input env = UnityEnvironment(base_port=UnityEnvironment.DEFAULT_EDITOR_PORT, side_channels=[string_log]) env.reset() string_log.send_string("The environment was reset") group_name = env.get_agent_groups()[0] # Get the first group_name for i in range(1000): step_data = env.get_step_result(group_name) n_agents = step_data.n_agents() # Get the number of agents # We send data to Unity : A string with the number of Agent at each string_log.send_string( "Step " + str(i) + " occurred with " + str(n_agents) + " agents." ) env.step() # Move the simulation forward env.close() ``` Now, if you run this script and press `Play` the Unity Editor when prompted, the console in the Unity Editor will display a message at every Python step. Additionally, if you press the Space Bar in the Unity Engine, a message will appear in the terminal.