docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Class PerceptionScenario<T>

    Derive this class to configure perception data capture while coordinating a scenario

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    ScenarioBase
    Scenario<T>
    PerceptionScenario<T>
    FixedLengthScenario
    Inherited Members
    Scenario<T>.constants
    Scenario<T>.genericConstants
    ScenarioBase.activeScenario
    ScenarioBase.state
    ScenarioBase.configuration
    ScenarioBase.activeRandomizers
    ScenarioBase.randomizers
    ScenarioBase.currentIterationFrame
    ScenarioBase.framesSinceInitialization
    ScenarioBase.currentIteration
    ScenarioBase.isIterationComplete
    ScenarioBase.isScenarioComplete
    ScenarioBase.IncrementIteration()
    ScenarioBase.SerializeToJson()
    ScenarioBase.SerializeToFile(string)
    ScenarioBase.LoadConfigurationFromFile(string)
    ScenarioBase.LoadConfigurationAsset()
    ScenarioBase.DeserializeConfiguration()
    ScenarioBase.ResetRandomStateOnIteration()
    ScenarioBase.OnResumeSimulation()
    ScenarioBase.OnAwake()
    ScenarioBase.OnIterationEnd()
    ScenarioBase.OnUpdate()
    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
    public abstract class PerceptionScenario<T> : Scenario<T> where T : ScenarioConstants, new()
    Type Parameters
    Name Description
    T

    The type of scenario constants to serialize

    Properties

    isScenarioReadyToStart

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

    Declaration
    protected override bool isScenarioReadyToStart { get; }
    Property Value
    Type Description
    bool

    Whether the scenario should start this frame

    Overrides
    ScenarioBase.isScenarioReadyToStart

    Methods

    OnComplete()

    OnComplete is called when this scenario's isScenarioComplete property returns true during its main update loop

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

    OnIterationStart()

    OnIterationStart is called before a new iteration begins

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

    OnStart()

    OnStart is called when the scenario first begins playing

    Declaration
    protected override void OnStart()
    Overrides
    ScenarioBase.OnStart()
    In This Article
    Back to top
    Copyright © 2024 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)