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    Class UnitySimulationScenario<T>

    A scenario must derive from this class to be compatible with the Run in Unity Simulation window. The iterations of this scenario will be executed in parallel across a user specified number of worker instances when run in Unity Simulation.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    ScenarioBase
    Scenario<T>
    PerceptionScenario<T>
    UnitySimulationScenario<T>
    FixedLengthScenario
    Inherited Members
    PerceptionScenario<T>.m_SkippedFirstFrame
    PerceptionScenario<T>.OnAwake()
    PerceptionScenario<T>.OnStart()
    PerceptionScenario<T>.OnIterationStart()
    PerceptionScenario<T>.OnComplete()
    Scenario<T>.constants
    Scenario<T>.genericConstants
    ScenarioBase.activeScenario
    ScenarioBase.state
    ScenarioBase.activeRandomizers
    ScenarioBase.randomizers
    ScenarioBase.currentIterationFrame
    ScenarioBase.framesSinceInitialization
    ScenarioBase.currentIteration
    ScenarioBase.isIterationComplete
    ScenarioBase.SerializeToJson()
    ScenarioBase.SerializeToFile(string)
    ScenarioBase.DeserializeFromJson(string)
    ScenarioBase.DeserializeFromFile(string)
    ScenarioBase.DeserializeFromCommandLine(string)
    ScenarioBase.ResetRandomStateOnIteration()
    ScenarioBase.OnIterationEnd()
    ScenarioBase.OnUpdate()
    ScenarioBase.OnIdle()
    ScenarioBase.Restart()
    ScenarioBase.Quit()
    ScenarioBase.OnEnable()
    ScenarioBase.OnDisable()
    ScenarioBase.AddRandomizer(Randomizer)
    ScenarioBase.InsertRandomizer(int, Randomizer)
    ScenarioBase.RemoveRandomizerAt(int)
    ScenarioBase.GetRandomizer(int)
    ScenarioBase.GetRandomizer<T>()
    MonoBehaviour.IsInvoking()
    MonoBehaviour.CancelInvoke()
    MonoBehaviour.Invoke(string, float)
    MonoBehaviour.InvokeRepeating(string, float, float)
    MonoBehaviour.CancelInvoke(string)
    MonoBehaviour.IsInvoking(string)
    MonoBehaviour.StartCoroutine(string)
    MonoBehaviour.StartCoroutine(string, object)
    MonoBehaviour.StartCoroutine(IEnumerator)
    MonoBehaviour.StartCoroutine_Auto(IEnumerator)
    MonoBehaviour.StopCoroutine(IEnumerator)
    MonoBehaviour.StopCoroutine(Coroutine)
    MonoBehaviour.StopCoroutine(string)
    MonoBehaviour.StopAllCoroutines()
    MonoBehaviour.print(object)
    MonoBehaviour.useGUILayout
    MonoBehaviour.runInEditMode
    Behaviour.enabled
    Behaviour.isActiveAndEnabled
    Component.GetComponent(Type)
    Component.GetComponent<T>()
    Component.TryGetComponent(Type, out Component)
    Component.TryGetComponent<T>(out T)
    Component.GetComponent(string)
    Component.GetComponentInChildren(Type, bool)
    Component.GetComponentInChildren(Type)
    Component.GetComponentInChildren<T>(bool)
    Component.GetComponentInChildren<T>()
    Component.GetComponentsInChildren(Type, bool)
    Component.GetComponentsInChildren(Type)
    Component.GetComponentsInChildren<T>(bool)
    Component.GetComponentsInChildren<T>(bool, List<T>)
    Component.GetComponentsInChildren<T>()
    Component.GetComponentsInChildren<T>(List<T>)
    Component.GetComponentInParent(Type)
    Component.GetComponentInParent<T>()
    Component.GetComponentsInParent(Type, bool)
    Component.GetComponentsInParent(Type)
    Component.GetComponentsInParent<T>(bool)
    Component.GetComponentsInParent<T>(bool, List<T>)
    Component.GetComponentsInParent<T>()
    Component.GetComponents(Type)
    Component.GetComponents(Type, List<Component>)
    Component.GetComponents<T>(List<T>)
    Component.GetComponents<T>()
    Component.CompareTag(string)
    Component.SendMessageUpwards(string, object, SendMessageOptions)
    Component.SendMessageUpwards(string, object)
    Component.SendMessageUpwards(string)
    Component.SendMessageUpwards(string, SendMessageOptions)
    Component.SendMessage(string, object)
    Component.SendMessage(string)
    Component.SendMessage(string, object, SendMessageOptions)
    Component.SendMessage(string, SendMessageOptions)
    Component.BroadcastMessage(string, object, SendMessageOptions)
    Component.BroadcastMessage(string, object)
    Component.BroadcastMessage(string)
    Component.BroadcastMessage(string, SendMessageOptions)
    Component.transform
    Component.gameObject
    Component.tag
    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.Randomization.Scenarios
    Assembly: solution.dll
    Syntax
    public abstract class UnitySimulationScenario<T> : PerceptionScenario<T> where T : UnitySimulationScenarioConstants, new()
    Type Parameters
    Name Description
    T

    The type of scenario constants to serialize

    Properties

    Name Description
    isScenarioComplete

    Returns whether the scenario has completed

    isScenarioReadyToStart

    The scenario will begin on the frame this property first returns true

    Methods

    Name Description
    IncrementIteration()

    This method selects what the next iteration index will be. By default, the scenario will simply progress to the next iteration, but this behaviour can be overriden.

    OnConfigurationImport()

    OnConfigurationImport is called before OnStart in the same frame. This method by default loads a scenario settings from a file before the scenario begins.

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