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    Class FixedLengthScenario

    A scenario that runs for a fixed number of frames during each iteration

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    ScenarioBase
    Scenario<FixedLengthScenario.Constants>
    PerceptionScenario<FixedLengthScenario.Constants>
    FixedLengthScenario
    Inherited Members
    PerceptionScenario<FixedLengthScenario.Constants>.isScenarioReadyToStart
    PerceptionScenario<FixedLengthScenario.Constants>.OnStart()
    PerceptionScenario<FixedLengthScenario.Constants>.OnIterationStart()
    PerceptionScenario<FixedLengthScenario.Constants>.OnComplete()
    Scenario<FixedLengthScenario.Constants>.constants
    Scenario<FixedLengthScenario.Constants>.genericConstants
    ScenarioBase.activeScenario
    ScenarioBase.state
    ScenarioBase.configuration
    ScenarioBase.activeRandomizers
    ScenarioBase.randomizers
    ScenarioBase.currentIterationFrame
    ScenarioBase.framesSinceInitialization
    ScenarioBase.currentIteration
    ScenarioBase.IncrementIteration()
    ScenarioBase.SerializeToJson()
    ScenarioBase.SerializeToFile(string)
    ScenarioBase.LoadConfigurationFromFile(string)
    ScenarioBase.DeserializeConfiguration()
    ScenarioBase.ResetRandomStateOnIteration()
    ScenarioBase.OnIterationEnd()
    ScenarioBase.OnIdle()
    ScenarioBase.Restart()
    ScenarioBase.Quit()
    ScenarioBase.OnEnable()
    ScenarioBase.OnDisable()
    ScenarioBase.OnDestroy()
    ScenarioBase.AddRandomizer(Randomizer)
    ScenarioBase.InsertRandomizer(int, Randomizer)
    ScenarioBase.RemoveRandomizerAt(int)
    ScenarioBase.GetRandomizer(int)
    ScenarioBase.GetRandomizer<T>()
    ScenarioBase.RestartIteration()
    ScenarioBase.DelayIteration()
    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, bool)
    Component.GetComponentInParent(Type)
    Component.GetComponentInParent<T>(bool)
    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.FindObjectsOfType(Type, bool)
    Object.FindObjectsByType(Type, FindObjectsSortMode)
    Object.FindObjectsByType(Type, FindObjectsInactive, FindObjectsSortMode)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectsByType<T>(FindObjectsSortMode)
    Object.FindObjectsOfType<T>(bool)
    Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
    Object.FindObjectOfType<T>()
    Object.FindObjectOfType<T>(bool)
    Object.FindFirstObjectByType<T>()
    Object.FindAnyObjectByType<T>()
    Object.FindFirstObjectByType<T>(FindObjectsInactive)
    Object.FindAnyObjectByType<T>(FindObjectsInactive)
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.FindFirstObjectByType(Type)
    Object.FindAnyObjectByType(Type)
    Object.FindObjectOfType(Type, bool)
    Object.FindFirstObjectByType(Type, FindObjectsInactive)
    Object.FindAnyObjectByType(Type, FindObjectsInactive)
    Object.ToString()
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    Namespace: UnityEngine.Perception.Randomization.Scenarios
    Assembly: Unity.Perception.Runtime.dll
    Syntax
    [AddComponentMenu("Perception/Scenarios/Fixed Length Scenario")]
    public class FixedLengthScenario : PerceptionScenario<FixedLengthScenario.Constants>

    Fields

    framesPerIteration

    The number of frames to render per iteration.

    Declaration
    [Tooltip("The number of frames to render per iteration.")]
    public int framesPerIteration
    Field Value
    Type Description
    int

    Properties

    isIterationComplete

    Returns whether the current scenario iteration has completed

    Declaration
    protected override bool isIterationComplete { get; }
    Property Value
    Type Description
    bool
    Overrides
    ScenarioBase.isIterationComplete

    isScenarioComplete

    Returns whether the scenario has completed

    Declaration
    protected override sealed bool isScenarioComplete { get; }
    Property Value
    Type Description
    bool
    Overrides
    ScenarioBase.isScenarioComplete

    Methods

    LoadConfigurationAsset()

    Loads Configuration file

    Declaration
    protected override void LoadConfigurationAsset()
    Overrides
    ScenarioBase.LoadConfigurationAsset()

    OnAwake()

    OnAwake is called when this scenario MonoBehaviour is created or instantiated

    Declaration
    protected override void OnAwake()
    Overrides
    ScenarioBase.OnAwake()

    OnResumeSimulation()

    Tries to restore previous simulation state

    Declaration
    protected override void OnResumeSimulation()
    Overrides
    ScenarioBase.OnResumeSimulation()

    OnUpdate()

    OnUpdate is called every frame while the scenario is playing

    Declaration
    protected override void OnUpdate()
    Overrides
    ScenarioBase.OnUpdate()
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