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    Class IdLabelConfig

    A definition for how a Labeling should be resolved to a single label and id for ground truth generation.

    Inheritance
    object
    Object
    ScriptableObject
    LabelConfig<IdLabelEntry>
    IdLabelConfig
    Inherited Members
    LabelConfig<IdLabelEntry>.labelEntriesFieldName
    LabelConfig<IdLabelEntry>.m_LabelEntries
    LabelConfig<IdLabelEntry>.publicLabelEntriesFieldName
    LabelConfig<IdLabelEntry>.labelEntries
    LabelConfig<IdLabelEntry>.TryGetMatchingConfigurationEntry(Labeling, out IdLabelEntry)
    LabelConfig<IdLabelEntry>.DoesLabelMatchAnEntryName
    LabelConfig<IdLabelEntry>.DoesLabelMatchAnEntry(string)
    LabelConfig<IdLabelEntry>.Init(IEnumerable<IdLabelEntry>)
    LabelConfig<IdLabelEntry>.TryGetMatchingConfigurationEntry(Labeling, out IdLabelEntry, out int)
    ScriptableObject.SetDirty()
    ScriptableObject.CreateInstance(string)
    ScriptableObject.CreateInstance(Type)
    ScriptableObject.CreateInstance<T>()
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectOfType<T>()
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.ToString()
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetType()
    object.MemberwiseClone()
    Namespace: UnityEngine.Perception.GroundTruth
    Assembly: solution.dll
    Syntax
    [CreateAssetMenu(fileName = "IdLabelConfig", menuName = "Perception/ID Label Config", order = 1)]
    public class IdLabelConfig : LabelConfig<IdLabelEntry>

    Fields

    Name Description
    autoAssignIds

    Whether the inspector will auto-assign ids based on the id of the first element.

    startingLabelId

    Whether the inspector will start label ids at zero or one when autoAssignIds is enabled.

    Methods

    Name Description
    CreateLabelEntryMatchCache(Allocator)

    Creates a LabelEntryMatchCache from the currently registered labeled objects, which can be used to look up labeling information in future frames, even after the objects have been destroyed. Due to timing of labeled object registration, if this is called during or before LateUpdate, this cache may become invalid.

    It is recommended to only use this method in rendering, as the cache is guaranteed to be in its final state for ground truth generation.

    OnInit()

    Called when the labelEntries list is assigned using Init(IEnumerable<T>)

    TryGetLabelEntryFromInstanceId(uint, out IdLabelEntry)

    Attempts to find the label id for the given instance id.

    TryGetLabelEntryFromInstanceId(uint, out IdLabelEntry, out int)

    Attempts to find the label id for the given instance id.

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