Class BufferSensorComponent
Inheritance
BufferSensorComponent
Inherited Members
Component.GetComponent<T>()
Component.TryGetComponent<T>(out T)
Component.GetComponentInChildren<T>()
Component.GetComponentsInChildren<T>()
Component.GetComponentInParent<T>()
Component.GetComponentsInParent<T>()
Component.GetComponents<T>()
Object.GetHashCode()
Object.Instantiate<T>(T)
Object.Instantiate<T>(T, Vector3, Quaternion)
Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
Object.Instantiate<T>(T, Transform)
Object.DestroyObject(Object)
Object.FindObjectsOfType<T>()
Object.FindObjectsByType<T>(FindObjectsSortMode)
Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
Object.FindObjectOfType<T>()
Object.FindFirstObjectByType<T>()
Object.FindAnyObjectByType<T>()
Object.FindFirstObjectByType<T>(FindObjectsInactive)
Object.FindAnyObjectByType<T>(FindObjectsInactive)
Assembly: Unity.ML-Agents.dll
Syntax
[AddComponentMenu("ML Agents/Buffer Sensor", 50)]
public class BufferSensorComponent : SensorComponent
Properties
MaxNumObservables
This is the maximum number of entities the BufferSensor
will be able to
collect.
Declaration
public int MaxNumObservables { get; set; }
Property Value
ObservableSize
This is how many floats each entities will be represented with. This number
is fixed and all entities must have the same representation.
Declaration
public int ObservableSize { get; set; }
Property Value
SensorName
Name of the generated BufferSensor object.
Note that changing this at runtime does not affect how the Agent sorts the sensors.
Declaration
public string SensorName { get; set; }
Property Value
Methods
AppendObservation(float[])
Appends an observation to the buffer. If the buffer is full (maximum number
of observation is reached) the observation will be ignored. the length of
the provided observation array must be equal to the observation size of
the buffer sensor.
Declaration
public void AppendObservation(float[] obs)
Parameters
Type |
Name |
Description |
float[] |
obs |
The float array observation
|
CreateSensors()
Create the ISensors. This is called by the Agent when it is initialized.
Declaration
public override ISensor[] CreateSensors()
Returns
Type |
Description |
ISensor[] |
Created ISensor objects.
|
Overrides
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