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69 lines
3.5 KiB
69 lines
3.5 KiB
using UnityEngine;
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using Unity.MLAgents;
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namespace Unity.MLAgentsExamples
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{
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/// <summary>
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/// A helper class for the ML-Agents example scenes to override various
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/// global settings, and restore them afterwards.
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/// This can modify some Physics and time-stepping properties, so you
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/// shouldn't copy it into your project unless you know what you're doing.
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/// </summary>
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public class ProjectSettingsOverrides : MonoBehaviour
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{
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// Original values
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Vector3 m_OriginalGravity;
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float m_OriginalFixedDeltaTime;
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float m_OriginalMaximumDeltaTime;
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int m_OriginalSolverIterations;
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int m_OriginalSolverVelocityIterations;
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bool m_OriginalReuseCollisionCallbacks;
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[Tooltip("Increase or decrease the scene gravity. Use ~3x to make things less floaty")]
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public float gravityMultiplier = 1.0f;
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[Header("Advanced physics settings")]
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[Tooltip("The interval in seconds at which physics and other fixed frame rate updates (like MonoBehaviour's FixedUpdate) are performed.")]
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public float fixedDeltaTime = .02f;
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[Tooltip("The maximum time a frame can take. Physics and other fixed frame rate updates (like MonoBehaviour's FixedUpdate) will be performed only for this duration of time per frame.")]
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public float maximumDeltaTime = 1.0f / 3.0f;
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[Tooltip("Determines how accurately Rigidbody joints and collision contacts are resolved. (default 6). Must be positive.")]
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public int solverIterations = 6;
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[Tooltip("Affects how accurately the Rigidbody joints and collision contacts are resolved. (default 1). Must be positive.")]
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public int solverVelocityIterations = 1;
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[Tooltip("Determines whether the garbage collector should reuse only a single instance of a Collision type for all collision callbacks. Reduces Garbage.")]
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public bool reuseCollisionCallbacks = true;
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public void Awake()
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{
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// Save the original values
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m_OriginalGravity = Physics.gravity;
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m_OriginalFixedDeltaTime = Time.fixedDeltaTime;
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m_OriginalMaximumDeltaTime = Time.maximumDeltaTime;
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m_OriginalSolverIterations = Physics.defaultSolverIterations;
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m_OriginalSolverVelocityIterations = Physics.defaultSolverVelocityIterations;
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m_OriginalReuseCollisionCallbacks = Physics.reuseCollisionCallbacks;
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// Override
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Physics.gravity *= gravityMultiplier;
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Time.fixedDeltaTime = fixedDeltaTime;
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Time.maximumDeltaTime = maximumDeltaTime;
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Physics.defaultSolverIterations = solverIterations;
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Physics.defaultSolverVelocityIterations = solverVelocityIterations;
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Physics.reuseCollisionCallbacks = reuseCollisionCallbacks;
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// Make sure the Academy singleton is initialized first, since it will create the SideChannels.
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Academy.Instance.EnvironmentParameters.RegisterCallback("gravity", f => { Physics.gravity = new Vector3(0, -f, 0); });
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}
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public void OnDestroy()
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{
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Physics.gravity = m_OriginalGravity;
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Time.fixedDeltaTime = m_OriginalFixedDeltaTime;
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Time.maximumDeltaTime = m_OriginalMaximumDeltaTime;
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Physics.defaultSolverIterations = m_OriginalSolverIterations;
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Physics.defaultSolverVelocityIterations = m_OriginalSolverVelocityIterations;
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Physics.reuseCollisionCallbacks = m_OriginalReuseCollisionCallbacks;
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}
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}
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}
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