//Put this script on your blue cube. using UnityEngine; using Unity.MLAgents; using Unity.MLAgents.Actuators; public class PushAgentCollab : Agent { private PushBlockSettings m_PushBlockSettings; private Rigidbody m_AgentRb; //cached on initialization void Awake() { m_PushBlockSettings = FindObjectOfType(); } public override void Initialize() { // Cache the agent rb m_AgentRb = GetComponent(); } /// /// Moves the agent according to the selected action. /// public void MoveAgent(ActionSegment act) { var dirToGo = Vector3.zero; var rotateDir = Vector3.zero; var action = act[0]; switch (action) { case 1: dirToGo = transform.forward * 1f; break; case 2: dirToGo = transform.forward * -1f; break; case 3: rotateDir = transform.up * 1f; break; case 4: rotateDir = transform.up * -1f; break; case 5: dirToGo = transform.right * -0.75f; break; case 6: dirToGo = transform.right * 0.75f; break; } transform.Rotate(rotateDir, Time.fixedDeltaTime * 200f); m_AgentRb.AddForce(dirToGo * m_PushBlockSettings.agentRunSpeed, ForceMode.VelocityChange); } /// /// Called every step of the engine. Here the agent takes an action. /// public override void OnActionReceived(ActionBuffers actionBuffers) { // Move the agent using the action. MoveAgent(actionBuffers.DiscreteActions); } public override void Heuristic(in ActionBuffers actionsOut) { var discreteActionsOut = actionsOut.DiscreteActions; if (Input.GetKey(KeyCode.D)) { discreteActionsOut[0] = 3; } else if (Input.GetKey(KeyCode.W)) { discreteActionsOut[0] = 1; } else if (Input.GetKey(KeyCode.A)) { discreteActionsOut[0] = 4; } else if (Input.GetKey(KeyCode.S)) { discreteActionsOut[0] = 2; } } }