Class RenderTextureSensor
Sensor class that wraps a RenderTexture instance.
Namespace: Unity.MLAgents.Sensors
Syntax
public class RenderTextureSensor : object, ISensor
Constructors
RenderTextureSensor(RenderTexture, Boolean, String, SensorCompressionType)
Initializes the sensor.
Declaration
public RenderTextureSensor(RenderTexture renderTexture, bool grayscale, string name, SensorCompressionType compressionType)
Parameters
Type | Name | Description |
---|---|---|
RenderTexture | renderTexture | The RenderTexture instance to wrap. |
Boolean | grayscale | Whether to convert it to grayscale or not. |
String | name | Name of the sensor. |
SensorCompressionType | compressionType | Compression method for the render texture. |
Properties
CompressionType
The compression type used by the sensor.
Declaration
public SensorCompressionType CompressionType { get; set; }
Property Value
Type | Description |
---|---|
SensorCompressionType |
Methods
GetCompressedObservation()
Return a compressed representation of the observation. For small observations, this should generally not be implemented. However, compressing large observations (such as visual results) can significantly improve model training time.
Declaration
public byte[] GetCompressedObservation()
Returns
Type | Description |
---|---|
Byte[] | Compressed observation. |
Implements
GetCompressionType()
Return the compression type being used. If no compression is used, return None.
Declaration
public SensorCompressionType GetCompressionType()
Returns
Type | Description |
---|---|
SensorCompressionType | Compression type used by the sensor. |
Implements
GetName()
Get the name of the sensor. This is used to ensure deterministic sorting of the sensors on an Agent, so the naming must be consistent across all sensors and agents.
Declaration
public string GetName()
Returns
Type | Description |
---|---|
String | The name of the sensor. |
Implements
GetObservationShape()
Returns the size of the observations that will be generated. For example, a sensor that observes the velocity of a rigid body (in 3D) would return new {3}. A sensor that returns an RGB image would return new [] {Height, Width, 3}
Declaration
public int[] GetObservationShape()
Returns
Type | Description |
---|---|
Int32[] | Size of the observations that will be generated. |
Implements
ObservationToTexture(RenderTexture)
Converts a RenderTexture to a 2D texture.
Declaration
public static Texture2D ObservationToTexture(RenderTexture obsTexture)
Parameters
Type | Name | Description |
---|---|---|
RenderTexture | obsTexture | RenderTexture. |
Returns
Type | Description |
---|---|
Texture2D | The 2D texture. |
Reset()
Resets the internal states of the sensor. This is called at the end of an Agent's episode. Most implementations can leave this empty.
Declaration
public void Reset()
Implements
Update()
Update any internal state of the sensor. This is called once per each agent step.
Declaration
public void Update()
Implements
Write(ObservationWriter)
Write the observation data directly to the ObservationWriter. Note that this (and GetCompressedObservation()) may be called multiple times per agent step, so should not mutate any internal state.
Declaration
public int Write(ObservationWriter writer)
Parameters
Type | Name | Description |
---|---|---|
ObservationWriter | writer | Where the observations will be written to. |
Returns
Type | Description |
---|---|
Int32 | The number of elements written. |