Datasets:
Commit
•
b1bb420
1
Parent(s):
689f721
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Browse files- AIController3D.gd +63 -0
- JumperHard.csproj +1 -1
- JumperHard.csproj.old +1 -1
- Player.gd +76 -174
- Player.tscn +7 -2
- Robot.gd +0 -8
- addons/godot_rl_agents/controller/ai_controller_2d.gd +76 -2
- addons/godot_rl_agents/controller/ai_controller_3d.gd +74 -2
- addons/godot_rl_agents/icon.png.import +1 -1
- addons/godot_rl_agents/onnx/csharp/ONNXInference.cs +85 -75
- addons/godot_rl_agents/onnx/csharp/SessionConfigurator.cs +121 -96
- addons/godot_rl_agents/onnx/wrapper/ONNX_wrapper.gd +6 -1
- addons/godot_rl_agents/sensors/sensors_2d/ExampleRaycastSensor2D.tscn +1 -1
- addons/godot_rl_agents/sensors/sensors_3d/RaycastSensor3D.gd +7 -3
- addons/godot_rl_agents/sync.gd +15 -13
- bin/JumperHard.console.exe +0 -0
- bin/JumperHard.exe +2 -2
- bin/JumperHard.pck +0 -0
- bin/JumperHard.x86_64 +2 -2
- export_presets.cfg +12 -8
- project.godot +2 -2
AIController3D.gd
ADDED
@@ -0,0 +1,63 @@
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extends AIController3D
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func _physics_process(_delta):
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n_steps += 1
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if n_steps >= reset_after:
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done = true
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needs_reset = true
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if needs_reset:
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_player.game_over()
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func get_obs():
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var goal_distance = 0.0
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var goal_position = Vector3.ZERO
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if _player.next == 0:
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goal_distance = _player.position.distance_to(_player.first_jump_pad.position)
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goal_position = _player.first_jump_pad.global_position
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if _player.next == 1:
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goal_distance = _player.position.distance_to(_player.second_jump_pad.position)
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goal_position = _player.second_jump_pad.global_position
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var goal_vector = _player.to_local(goal_position).normalized()
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goal_distance = clamp(goal_distance, 0.0, 20.0)
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var obs = []
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obs.append_array(
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[
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_player.move_vec.x / _player.MOVE_SPEED,
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_player.move_vec.y / _player.MAX_FALL_SPEED,
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_player.move_vec.z / _player.MOVE_SPEED
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]
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)
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obs.append_array([goal_distance / 20.0, goal_vector.x, goal_vector.y, goal_vector.z])
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obs.append(_player.grounded)
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obs.append_array(_player.raycast_sensor.get_observation())
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return {
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"obs": obs,
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}
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func set_action(action):
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_player.move_action = action["move"][0]
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_player.turn_action = action["turn"][0]
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_player.jump_action = action["jump"][0] > 0
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func get_action_space():
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return {
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"jump": {"size": 1, "action_type": "continuous"},
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"move": {"size": 1, "action_type": "continuous"},
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"turn": {"size": 1, "action_type": "continuous"}
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}
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func get_reward():
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var current_reward = reward
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reward = 0 # reset the reward to zero checked every decision step
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return current_reward
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JumperHard.csproj
CHANGED
@@ -1,4 +1,4 @@
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-
<Project Sdk="Godot.NET.Sdk/4.
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<PropertyGroup>
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<TargetFramework>net6.0</TargetFramework>
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<EnableDynamicLoading>true</EnableDynamicLoading>
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<Project Sdk="Godot.NET.Sdk/4.2.1">
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<PropertyGroup>
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<TargetFramework>net6.0</TargetFramework>
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<EnableDynamicLoading>true</EnableDynamicLoading>
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JumperHard.csproj.old
CHANGED
@@ -1,4 +1,4 @@
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<Project Sdk="Godot.NET.Sdk/4.
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<PropertyGroup>
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<TargetFramework>net6.0</TargetFramework>
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<EnableDynamicLoading>true</EnableDynamicLoading>
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+
<Project Sdk="Godot.NET.Sdk/4.1.3">
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<PropertyGroup>
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<TargetFramework>net6.0</TargetFramework>
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<EnableDynamicLoading>true</EnableDynamicLoading>
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Player.gd
CHANGED
@@ -5,7 +5,6 @@ const JUMP_FORCE = 30
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const GRAVITY = 0.98
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const MAX_FALL_SPEED = 30
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const TURN_SENS = 2.0
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-
const MAX_STEPS = 20000
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@onready var cam = $Camera3D
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var move_vec = Vector3()
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@@ -17,198 +16,130 @@ var needs_reset = false
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@onready var first_jump_pad = $"../Pads/FirstPad"
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@onready var second_jump_pad = $"../Pads/SecondPad"
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@onready var robot = $Robot
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var next = 1
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-
var done = false
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var just_reached_end = false
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var just_reached_next = false
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var just_fell_off = false
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var best_goal_distance := 10000.0
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var grounded := false
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-
var _heuristic := "player"
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var move_action := 0.0
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var turn_action := 0.0
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var jump_action := false
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-
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var _goal_vec = null
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-
var reward = 0.0
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func _ready():
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raycast_sensor.activate()
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-
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#func _process(_delta):
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# if _goal_vec != null:
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# DebugDraw.draw_line_3d(position, position + (_goal_vec*10), Color(1, 1, 0))
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func _physics_process(_delta):
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-
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#reward = 0.0
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n_steps +=1
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if n_steps >= MAX_STEPS:
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done = true
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needs_reset = true
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-
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if needs_reset:
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needs_reset = false
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reset()
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-
return
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-
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-
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move_vec *= 0
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move_vec = get_move_vec()
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-
#move_vec = move_vec.normalized()
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move_vec = move_vec.rotated(Vector3(0, 1, 0), rotation.y)
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move_vec *= MOVE_SPEED
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move_vec.y = y_velo
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set_velocity(move_vec)
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set_up_direction(Vector3(0, 1, 0))
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move_and_slide()
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-
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# turning
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-
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var turn_vec = get_turn_vec()
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rotation.y += deg_to_rad(turn_vec*TURN_SENS)
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-
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grounded = is_on_floor()
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y_velo -= GRAVITY
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-
var just_jumped = false
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if grounded and get_jump_action():
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robot.set_animation("jump")
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-
just_jumped = true
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y_velo = JUMP_FORCE
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grounded = false
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if grounded and y_velo <= 0:
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y_velo = -0.1
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if y_velo < -MAX_FALL_SPEED:
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y_velo = -MAX_FALL_SPEED
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-
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if y_velo < 0 and !grounded
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robot.set_animation("falling")
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-
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var horizontal_speed = Vector2(move_vec.x, move_vec.z)
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if horizontal_speed.length() < 0.1 and grounded:
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robot.set_animation("idle")
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elif horizontal_speed.length() < 1.0 and grounded:
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-
robot.set_animation("walk")
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elif horizontal_speed.length() >= 1.0 and grounded:
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robot.set_animation("run")
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-
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update_reward()
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-
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if Input.is_action_just_pressed("r_key"):
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-
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-
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func get_move_vec() -> Vector3:
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-
if done:
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-
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-
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-
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-
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-
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-
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0,
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clamp(move_action, -1.0, 0.5)
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)
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-
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var move_vec := Vector3(
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0,
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0,
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-
clamp(
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-
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)
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-
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func get_turn_vec() -> float:
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-
if
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return turn_action
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-
var rotation_amount =
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return rotation_amount
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-
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func get_jump_action() -> bool:
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-
if done:
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jump_action = false
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return jump_action
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-
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if
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return jump_action
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-
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return Input.is_action_just_pressed("jump")
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-
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-
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-
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next = 1
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-
n_steps = 0
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first_jump_pad.position = Vector3.ZERO
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146 |
-
second_jump_pad.position = Vector3(0,0
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just_reached_end = false
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just_fell_off = false
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jump_action = false
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-
set_position(Vector3(0,5,0))
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-
rotation.y = deg_to_rad(randf_range(-180,180))
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y_velo = 0.1
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reset_best_goal_distance()
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-
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-
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-
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turn_action = action["turn"][0]
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jump_action = action["jump"] == 1
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-
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func reset_if_done():
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if done:
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reset()
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-
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func get_obs():
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var goal_distance = 0.0
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var goal_vector = Vector3.ZERO
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if next == 0:
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goal_distance = position.distance_to(first_jump_pad.position)
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-
goal_vector = (first_jump_pad.position - position).normalized()
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-
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if next == 1:
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goal_distance = position.distance_to(second_jump_pad.position)
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goal_vector = (second_jump_pad.position - position).normalized()
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-
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goal_vector = goal_vector.rotated(Vector3.UP, -rotation.y)
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-
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goal_distance = clamp(goal_distance, 0.0, 20.0)
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-
var obs = []
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obs.append_array([move_vec.x/MOVE_SPEED,
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move_vec.y/MAX_FALL_SPEED,
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move_vec.z/MOVE_SPEED])
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obs.append_array([goal_distance/20.0,
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goal_vector.x,
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goal_vector.y,
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goal_vector.z])
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obs.append(grounded)
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obs.append_array(raycast_sensor.get_observation())
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-
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return {
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"obs": obs,
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}
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-
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func get_obs_space():
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# typs of obs space: box, discrete, repeated
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return {
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"obs": {
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"size": [len(get_obs()["obs"])],
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"space": "box"
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}
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}
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-
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func update_reward():
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reward -= 0.01
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-
reward += shaping_reward()
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-
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-
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var current_reward = reward
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reward = 0 # reset the reward to zero checked every decision step
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return current_reward
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-
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func shaping_reward():
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var s_reward = 0.0
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var goal_distance = 0
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@@ -220,75 +151,46 @@ func shaping_reward():
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if goal_distance < best_goal_distance:
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s_reward += best_goal_distance - goal_distance
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best_goal_distance = goal_distance
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-
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s_reward /= 1.0
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-
return s_reward
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func reset_best_goal_distance():
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if next == 0:
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best_goal_distance = position.distance_to(first_jump_pad.position)
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if next == 1:
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-
best_goal_distance = position.distance_to(second_jump_pad.position)
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-
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-
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-
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-
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-
func get_obs_size():
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return len(get_obs())
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-
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-
func zero_reward():
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-
reward = 0
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-
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-
func get_action_space():
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-
return {
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"move" : {
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-
"size": 1,
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-
"action_type": "continuous"
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},
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"turn" : {
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"size": 1,
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-
"action_type": "continuous"
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},
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"jump": {
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"size": 2,
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"action_type": "discrete"
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-
}
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}
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-
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-
func get_done():
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-
return done
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-
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-
func set_done_false():
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-
done = false
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263 |
-
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264 |
-
func calculate_translation(other_pad_translation : Vector3) -> Vector3:
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var new_translation := Vector3.ZERO
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266 |
-
var distance = randf_range(12,16)
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267 |
-
var angle = randf_range(-180,180)
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-
new_translation.z = other_pad_translation.z + sin(deg_to_rad(angle))*distance
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269 |
-
new_translation.x = other_pad_translation.x + cos(deg_to_rad(angle))*distance
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-
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return new_translation
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|
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-
func _on_First_Pad_Trigger_body_entered(
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if next != 0:
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return
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277 |
-
reward += 100.0
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next = 1
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reset_best_goal_distance()
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second_jump_pad.position = calculate_translation(first_jump_pad.position)
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281 |
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-
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|
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if next != 1:
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return
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285 |
-
reward += 100.0
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next = 0
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reset_best_goal_distance()
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first_jump_pad.position = calculate_translation(second_jump_pad.position)
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-
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-
func _on_ResetTriggerBox_body_entered(
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-
done = true
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-
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const GRAVITY = 0.98
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const MAX_FALL_SPEED = 30
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7 |
const TURN_SENS = 2.0
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8 |
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@onready var cam = $Camera3D
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var move_vec = Vector3()
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@onready var first_jump_pad = $"../Pads/FirstPad"
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@onready var second_jump_pad = $"../Pads/SecondPad"
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@onready var robot = $Robot
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19 |
+
@onready var ai_controller = $AIController3D
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20 |
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var next = 1
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22 |
var just_reached_end = false
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var just_reached_next = false
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24 |
var just_fell_off = false
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25 |
var best_goal_distance := 10000.0
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var grounded := false
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27 |
var move_action := 0.0
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28 |
var turn_action := 0.0
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var jump_action := false
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30 |
+
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31 |
|
32 |
func _ready():
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33 |
+
ai_controller.init(self)
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34 |
raycast_sensor.activate()
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35 |
+
game_over()
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36 |
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37 |
|
38 |
func _physics_process(_delta):
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move_vec = get_move_vec()
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|
40 |
move_vec = move_vec.rotated(Vector3(0, 1, 0), rotation.y)
|
41 |
move_vec *= MOVE_SPEED
|
42 |
move_vec.y = y_velo
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43 |
set_velocity(move_vec)
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44 |
set_up_direction(Vector3(0, 1, 0))
|
45 |
move_and_slide()
|
46 |
+
|
47 |
# turning
|
48 |
+
|
49 |
var turn_vec = get_turn_vec()
|
50 |
+
rotation.y += deg_to_rad(turn_vec * TURN_SENS)
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51 |
+
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52 |
grounded = is_on_floor()
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53 |
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54 |
y_velo -= GRAVITY
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|
55 |
if grounded and get_jump_action():
|
56 |
robot.set_animation("jump")
|
|
|
57 |
y_velo = JUMP_FORCE
|
58 |
grounded = false
|
59 |
if grounded and y_velo <= 0:
|
60 |
y_velo = -0.1
|
61 |
if y_velo < -MAX_FALL_SPEED:
|
62 |
y_velo = -MAX_FALL_SPEED
|
63 |
+
|
64 |
+
if y_velo < 0 and !grounded:
|
65 |
robot.set_animation("falling")
|
66 |
+
|
67 |
var horizontal_speed = Vector2(move_vec.x, move_vec.z)
|
68 |
if horizontal_speed.length() < 0.1 and grounded:
|
69 |
robot.set_animation("idle")
|
70 |
elif horizontal_speed.length() < 1.0 and grounded:
|
71 |
+
robot.set_animation("walk")
|
72 |
elif horizontal_speed.length() >= 1.0 and grounded:
|
73 |
robot.set_animation("run")
|
74 |
+
|
75 |
update_reward()
|
76 |
+
|
77 |
if Input.is_action_just_pressed("r_key"):
|
78 |
+
game_over()
|
79 |
+
|
80 |
|
81 |
func get_move_vec() -> Vector3:
|
82 |
+
if ai_controller.done:
|
83 |
+
return Vector3.ZERO
|
84 |
+
|
85 |
+
if ai_controller.heuristic == "model":
|
86 |
+
return Vector3(0, 0, clamp(move_action, -1.0, 0.5))
|
87 |
+
|
88 |
+
return Vector3(
|
|
|
|
|
|
|
|
|
|
|
89 |
0,
|
90 |
0,
|
91 |
+
clamp(
|
92 |
+
(
|
93 |
+
Input.get_action_strength("move_backwards")
|
94 |
+
- Input.get_action_strength("move_forwards")
|
95 |
+
),
|
96 |
+
-1.0,
|
97 |
+
0.5
|
98 |
+
)
|
99 |
)
|
100 |
+
|
101 |
|
102 |
func get_turn_vec() -> float:
|
103 |
+
if ai_controller.heuristic == "model":
|
104 |
return turn_action
|
105 |
+
var rotation_amount = (
|
106 |
+
Input.get_action_strength("turn_left") - Input.get_action_strength("turn_right")
|
107 |
+
)
|
108 |
|
109 |
return rotation_amount
|
110 |
+
|
111 |
+
|
112 |
func get_jump_action() -> bool:
|
113 |
+
if ai_controller.done:
|
114 |
jump_action = false
|
115 |
return jump_action
|
116 |
+
|
117 |
+
if ai_controller.heuristic == "model":
|
118 |
+
return jump_action
|
119 |
+
|
120 |
return Input.is_action_just_pressed("jump")
|
121 |
+
|
122 |
+
|
123 |
+
func game_over():
|
124 |
next = 1
|
|
|
125 |
first_jump_pad.position = Vector3.ZERO
|
126 |
+
second_jump_pad.position = Vector3(0, 0, -12)
|
127 |
just_reached_end = false
|
128 |
just_fell_off = false
|
129 |
jump_action = false
|
130 |
|
131 |
+
set_position(Vector3(0, 5, 0))
|
132 |
+
rotation.y = deg_to_rad(randf_range(-180, 180))
|
133 |
y_velo = 0.1
|
134 |
reset_best_goal_distance()
|
135 |
+
ai_controller.reset()
|
136 |
+
|
137 |
+
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
138 |
func update_reward():
|
139 |
+
ai_controller.reward -= 0.01 # step penalty
|
140 |
+
ai_controller.reward += shaping_reward()
|
141 |
+
|
142 |
+
|
|
|
|
|
|
|
|
|
143 |
func shaping_reward():
|
144 |
var s_reward = 0.0
|
145 |
var goal_distance = 0
|
|
|
151 |
if goal_distance < best_goal_distance:
|
152 |
s_reward += best_goal_distance - goal_distance
|
153 |
best_goal_distance = goal_distance
|
154 |
+
|
155 |
s_reward /= 1.0
|
156 |
+
return s_reward
|
157 |
+
|
158 |
|
159 |
func reset_best_goal_distance():
|
160 |
if next == 0:
|
161 |
best_goal_distance = position.distance_to(first_jump_pad.position)
|
162 |
if next == 1:
|
163 |
+
best_goal_distance = position.distance_to(second_jump_pad.position)
|
164 |
+
|
165 |
+
|
166 |
+
func calculate_translation(other_pad_translation: Vector3) -> Vector3:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
167 |
var new_translation := Vector3.ZERO
|
168 |
+
var distance = randf_range(12, 16)
|
169 |
+
var angle = randf_range(-180, 180)
|
170 |
+
new_translation.z = other_pad_translation.z + sin(deg_to_rad(angle)) * distance
|
171 |
+
new_translation.x = other_pad_translation.x + cos(deg_to_rad(angle)) * distance
|
172 |
+
|
173 |
return new_translation
|
174 |
|
175 |
|
176 |
+
func _on_First_Pad_Trigger_body_entered(_body):
|
177 |
if next != 0:
|
178 |
return
|
179 |
+
ai_controller.reward += 100.0
|
180 |
next = 1
|
181 |
reset_best_goal_distance()
|
182 |
second_jump_pad.position = calculate_translation(first_jump_pad.position)
|
183 |
|
184 |
+
|
185 |
+
func _on_Second_Trigger_body_entered(_body):
|
186 |
if next != 1:
|
187 |
return
|
188 |
+
ai_controller.reward += 100.0
|
189 |
next = 0
|
190 |
reset_best_goal_distance()
|
191 |
first_jump_pad.position = calculate_translation(second_jump_pad.position)
|
|
|
192 |
|
193 |
|
194 |
+
func _on_ResetTriggerBox_body_entered(_body):
|
195 |
+
ai_controller.done = true
|
196 |
+
game_over()
|
Player.tscn
CHANGED
@@ -1,8 +1,9 @@
|
|
1 |
-
[gd_scene load_steps=
|
2 |
|
3 |
[ext_resource type="Script" path="res://Player.gd" id="1"]
|
4 |
[ext_resource type="Script" path="res://addons/godot_rl_agents/sensors/sensors_3d/RaycastSensor3D.gd" id="3"]
|
5 |
[ext_resource type="PackedScene" uid="uid://dmvrtwu4ml51r" path="res://robot2.tscn" id="3_pt6ta"]
|
|
|
6 |
|
7 |
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_k5nui"]
|
8 |
|
@@ -20,7 +21,7 @@ ambient_light_energy = 0.79
|
|
20 |
tonemap_mode = 3
|
21 |
glow_intensity = 0.65
|
22 |
|
23 |
-
[node name="Player" type="CharacterBody3D"
|
24 |
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
|
25 |
script = ExtResource("1")
|
26 |
|
@@ -478,3 +479,7 @@ target_position = Vector3(6.14364, 6.92623, 11.8018)
|
|
478 |
|
479 |
[node name="Robot" parent="." instance=ExtResource("3_pt6ta")]
|
480 |
transform = Transform3D(-1.5, 0, -2.26494e-07, 0, 1.5, 0, 2.26494e-07, 0, -1.5, 0, -0.951698, 0)
|
|
|
|
|
|
|
|
|
|
1 |
+
[gd_scene load_steps=9 format=3 uid="uid://btjelqxpc6evr"]
|
2 |
|
3 |
[ext_resource type="Script" path="res://Player.gd" id="1"]
|
4 |
[ext_resource type="Script" path="res://addons/godot_rl_agents/sensors/sensors_3d/RaycastSensor3D.gd" id="3"]
|
5 |
[ext_resource type="PackedScene" uid="uid://dmvrtwu4ml51r" path="res://robot2.tscn" id="3_pt6ta"]
|
6 |
+
[ext_resource type="Script" path="res://AIController3D.gd" id="4_grup7"]
|
7 |
|
8 |
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_k5nui"]
|
9 |
|
|
|
21 |
tonemap_mode = 3
|
22 |
glow_intensity = 0.65
|
23 |
|
24 |
+
[node name="Player" type="CharacterBody3D"]
|
25 |
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
|
26 |
script = ExtResource("1")
|
27 |
|
|
|
479 |
|
480 |
[node name="Robot" parent="." instance=ExtResource("3_pt6ta")]
|
481 |
transform = Transform3D(-1.5, 0, -2.26494e-07, 0, 1.5, 0, 2.26494e-07, 0, -1.5, 0, -0.951698, 0)
|
482 |
+
|
483 |
+
[node name="AIController3D" type="Node3D" parent="."]
|
484 |
+
script = ExtResource("4_grup7")
|
485 |
+
reset_after = 20000
|
Robot.gd
CHANGED
@@ -1,16 +1,8 @@
|
|
1 |
extends Node3D
|
2 |
|
3 |
|
4 |
-
# Declare member variables here. Examples:
|
5 |
-
# var a = 2
|
6 |
-
# var b = "text"
|
7 |
-
|
8 |
@onready var player = $AnimationPlayer
|
9 |
|
10 |
-
# Called when the node enters the scene tree for the first time.
|
11 |
-
func _ready():
|
12 |
-
pass # Replace with function body.
|
13 |
-
|
14 |
func set_animation(anim):
|
15 |
if player.current_animation == anim:
|
16 |
return
|
|
|
1 |
extends Node3D
|
2 |
|
3 |
|
|
|
|
|
|
|
|
|
4 |
@onready var player = $AnimationPlayer
|
5 |
|
|
|
|
|
|
|
|
|
6 |
func set_animation(anim):
|
7 |
if player.current_animation == anim:
|
8 |
return
|
addons/godot_rl_agents/controller/ai_controller_2d.gd
CHANGED
@@ -1,8 +1,82 @@
|
|
1 |
-
extends
|
2 |
class_name AIController2D
|
3 |
|
4 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
5 |
var _player: Node2D
|
6 |
|
|
|
|
|
|
|
7 |
func init(player: Node2D):
|
8 |
_player = player
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
+
extends Node2D
|
2 |
class_name AIController2D
|
3 |
|
4 |
+
@export var reset_after := 1000
|
5 |
+
|
6 |
+
var heuristic := "human"
|
7 |
+
var done := false
|
8 |
+
var reward := 0.0
|
9 |
+
var n_steps := 0
|
10 |
+
var needs_reset := false
|
11 |
+
|
12 |
var _player: Node2D
|
13 |
|
14 |
+
func _ready():
|
15 |
+
add_to_group("AGENT")
|
16 |
+
|
17 |
func init(player: Node2D):
|
18 |
_player = player
|
19 |
+
|
20 |
+
#-- Methods that need implementing using the "extend script" option in Godot --#
|
21 |
+
func get_obs() -> Dictionary:
|
22 |
+
assert(false, "the get_obs method is not implemented when extending from ai_controller")
|
23 |
+
return {"obs":[]}
|
24 |
+
|
25 |
+
func get_reward() -> float:
|
26 |
+
assert(false, "the get_reward method is not implemented when extending from ai_controller")
|
27 |
+
return 0.0
|
28 |
+
|
29 |
+
func get_action_space() -> Dictionary:
|
30 |
+
assert(false, "the get get_action_space method is not implemented when extending from ai_controller")
|
31 |
+
return {
|
32 |
+
"example_actions_continous" : {
|
33 |
+
"size": 2,
|
34 |
+
"action_type": "continuous"
|
35 |
+
},
|
36 |
+
"example_actions_discrete" : {
|
37 |
+
"size": 2,
|
38 |
+
"action_type": "discrete"
|
39 |
+
},
|
40 |
+
}
|
41 |
+
|
42 |
+
func set_action(action) -> void:
|
43 |
+
assert(false, "the get set_action method is not implemented when extending from ai_controller")
|
44 |
+
# -----------------------------------------------------------------------------#
|
45 |
+
|
46 |
+
func _physics_process(delta):
|
47 |
+
n_steps += 1
|
48 |
+
if n_steps > reset_after:
|
49 |
+
needs_reset = true
|
50 |
+
|
51 |
+
func get_obs_space():
|
52 |
+
# may need overriding if the obs space is complex
|
53 |
+
var obs = get_obs()
|
54 |
+
return {
|
55 |
+
"obs": {
|
56 |
+
"size": [len(obs["obs"])],
|
57 |
+
"space": "box"
|
58 |
+
},
|
59 |
+
}
|
60 |
+
|
61 |
+
func reset():
|
62 |
+
n_steps = 0
|
63 |
+
needs_reset = false
|
64 |
+
|
65 |
+
func reset_if_done():
|
66 |
+
if done:
|
67 |
+
reset()
|
68 |
+
|
69 |
+
func set_heuristic(h):
|
70 |
+
# sets the heuristic from "human" or "model" nothing to change here
|
71 |
+
heuristic = h
|
72 |
+
|
73 |
+
func get_done():
|
74 |
+
return done
|
75 |
+
|
76 |
+
func set_done_false():
|
77 |
+
done = false
|
78 |
+
|
79 |
+
func zero_reward():
|
80 |
+
reward = 0.0
|
81 |
+
|
82 |
+
|
addons/godot_rl_agents/controller/ai_controller_3d.gd
CHANGED
@@ -1,8 +1,80 @@
|
|
1 |
-
extends
|
2 |
class_name AIController3D
|
3 |
|
4 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
5 |
var _player: Node3D
|
6 |
|
|
|
|
|
|
|
7 |
func init(player: Node3D):
|
8 |
_player = player
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
+
extends Node3D
|
2 |
class_name AIController3D
|
3 |
|
4 |
+
@export var reset_after := 1000
|
5 |
+
|
6 |
+
var heuristic := "human"
|
7 |
+
var done := false
|
8 |
+
var reward := 0.0
|
9 |
+
var n_steps := 0
|
10 |
+
var needs_reset := false
|
11 |
+
|
12 |
var _player: Node3D
|
13 |
|
14 |
+
func _ready():
|
15 |
+
add_to_group("AGENT")
|
16 |
+
|
17 |
func init(player: Node3D):
|
18 |
_player = player
|
19 |
+
|
20 |
+
#-- Methods that need implementing using the "extend script" option in Godot --#
|
21 |
+
func get_obs() -> Dictionary:
|
22 |
+
assert(false, "the get_obs method is not implemented when extending from ai_controller")
|
23 |
+
return {"obs":[]}
|
24 |
+
|
25 |
+
func get_reward() -> float:
|
26 |
+
assert(false, "the get_reward method is not implemented when extending from ai_controller")
|
27 |
+
return 0.0
|
28 |
+
|
29 |
+
func get_action_space() -> Dictionary:
|
30 |
+
assert(false, "the get get_action_space method is not implemented when extending from ai_controller")
|
31 |
+
return {
|
32 |
+
"example_actions_continous" : {
|
33 |
+
"size": 2,
|
34 |
+
"action_type": "continuous"
|
35 |
+
},
|
36 |
+
"example_actions_discrete" : {
|
37 |
+
"size": 2,
|
38 |
+
"action_type": "discrete"
|
39 |
+
},
|
40 |
+
}
|
41 |
+
|
42 |
+
func set_action(action) -> void:
|
43 |
+
assert(false, "the get set_action method is not implemented when extending from ai_controller")
|
44 |
+
# -----------------------------------------------------------------------------#
|
45 |
+
|
46 |
+
func _physics_process(delta):
|
47 |
+
n_steps += 1
|
48 |
+
if n_steps > reset_after:
|
49 |
+
needs_reset = true
|
50 |
+
|
51 |
+
func get_obs_space():
|
52 |
+
# may need overriding if the obs space is complex
|
53 |
+
var obs = get_obs()
|
54 |
+
return {
|
55 |
+
"obs": {
|
56 |
+
"size": [len(obs["obs"])],
|
57 |
+
"space": "box"
|
58 |
+
},
|
59 |
+
}
|
60 |
+
|
61 |
+
func reset():
|
62 |
+
n_steps = 0
|
63 |
+
needs_reset = false
|
64 |
+
|
65 |
+
func reset_if_done():
|
66 |
+
if done:
|
67 |
+
reset()
|
68 |
+
|
69 |
+
func set_heuristic(h):
|
70 |
+
# sets the heuristic from "human" or "model" nothing to change here
|
71 |
+
heuristic = h
|
72 |
+
|
73 |
+
func get_done():
|
74 |
+
return done
|
75 |
+
|
76 |
+
func set_done_false():
|
77 |
+
done = false
|
78 |
+
|
79 |
+
func zero_reward():
|
80 |
+
reward = 0.0
|
addons/godot_rl_agents/icon.png.import
CHANGED
@@ -2,7 +2,7 @@
|
|
2 |
|
3 |
importer="texture"
|
4 |
type="CompressedTexture2D"
|
5 |
-
uid="uid://
|
6 |
path="res://.godot/imported/icon.png-45a871b53434e556222f5901d598ab34.ctex"
|
7 |
metadata={
|
8 |
"vram_texture": false
|
|
|
2 |
|
3 |
importer="texture"
|
4 |
type="CompressedTexture2D"
|
5 |
+
uid="uid://btyhe25nk3d13"
|
6 |
path="res://.godot/imported/icon.png-45a871b53434e556222f5901d598ab34.ctex"
|
7 |
metadata={
|
8 |
"vram_texture": false
|
addons/godot_rl_agents/onnx/csharp/ONNXInference.cs
CHANGED
@@ -1,93 +1,103 @@
|
|
1 |
using Godot;
|
2 |
-
using System.Collections.Generic;
|
3 |
-
using System.Linq;
|
4 |
using Microsoft.ML.OnnxRuntime;
|
5 |
using Microsoft.ML.OnnxRuntime.Tensors;
|
|
|
|
|
6 |
|
7 |
-
namespace GodotONNX
|
8 |
-
/// <include file='docs/ONNXInference.xml' path='docs/members[@name="ONNXInference"]/ONNXInference/*'/>
|
9 |
-
public partial class ONNXInference : Node
|
10 |
{
|
11 |
-
|
12 |
-
|
13 |
-
|
14 |
-
/// Path to the ONNX model. Use Initialize to change it.
|
15 |
-
/// </summary>
|
16 |
-
private string modelPath;
|
17 |
-
private int batchSize;
|
18 |
|
19 |
-
|
|
|
|
|
|
|
|
|
|
|
20 |
|
21 |
-
|
22 |
-
/// <include file='docs/ONNXInference.xml' path='docs/members[@name="ONNXInference"]/Initialize/*'/>
|
23 |
-
public void Initialize(string Path, int BatchSize)
|
24 |
-
{
|
25 |
-
modelPath = Path;
|
26 |
-
batchSize = BatchSize;
|
27 |
-
SessionConfigurator.SystemCheck();
|
28 |
-
SessionOpt = SessionConfigurator.GetSessionOptions();
|
29 |
-
session = LoadModel(modelPath);
|
30 |
|
31 |
-
|
32 |
-
/// <include file='docs/ONNXInference.xml' path='docs/members[@name="ONNXInference"]/
|
33 |
-
|
34 |
-
{
|
35 |
-
//Current model: Any (Godot Rl Agents)
|
36 |
-
//Expects a tensor of shape [batch_size, input_size] type float named obs and a tensor of shape [batch_size] type float named state_ins
|
37 |
-
|
38 |
-
//Fill the input tensors
|
39 |
-
// create span from inputSize
|
40 |
-
var span = new float[obs.Count]; //There's probably a better way to do this
|
41 |
-
for (int i = 0; i < obs.Count; i++)
|
42 |
{
|
43 |
-
|
|
|
|
|
|
|
|
|
44 |
}
|
45 |
-
|
46 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
47 |
{
|
48 |
NamedOnnxValue.CreateFromTensor("obs", new DenseTensor<float>(span, new int[] { batchSize, obs.Count })),
|
49 |
NamedOnnxValue.CreateFromTensor("state_ins", new DenseTensor<float>(new float[] { state_ins }, new int[] { batchSize }))
|
50 |
-
};
|
51 |
-
|
52 |
|
53 |
-
IDisposableReadOnlyCollection<DisposableNamedOnnxValue> results;
|
54 |
-
|
55 |
-
|
56 |
-
|
57 |
-
|
58 |
-
|
59 |
-
|
60 |
-
|
61 |
-
|
62 |
-
|
63 |
-
|
64 |
-
|
65 |
-
|
66 |
-
|
67 |
-
|
68 |
-
|
|
|
|
|
69 |
|
70 |
-
|
71 |
-
|
72 |
-
|
|
|
73 |
|
74 |
-
|
75 |
-
|
76 |
-
|
|
|
77 |
|
78 |
-
|
79 |
-
|
80 |
-
|
81 |
-
|
82 |
-
|
83 |
-
|
84 |
-
|
85 |
-
|
86 |
-
|
87 |
-
|
88 |
-
|
89 |
-
|
90 |
-
|
91 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
92 |
}
|
93 |
-
}
|
|
|
1 |
using Godot;
|
|
|
|
|
2 |
using Microsoft.ML.OnnxRuntime;
|
3 |
using Microsoft.ML.OnnxRuntime.Tensors;
|
4 |
+
using System.Collections.Generic;
|
5 |
+
using System.Linq;
|
6 |
|
7 |
+
namespace GodotONNX
|
|
|
|
|
8 |
{
|
9 |
+
/// <include file='docs/ONNXInference.xml' path='docs/members[@name="ONNXInference"]/ONNXInference/*'/>
|
10 |
+
public partial class ONNXInference : GodotObject
|
11 |
+
{
|
|
|
|
|
|
|
|
|
12 |
|
13 |
+
private InferenceSession session;
|
14 |
+
/// <summary>
|
15 |
+
/// Path to the ONNX model. Use Initialize to change it.
|
16 |
+
/// </summary>
|
17 |
+
private string modelPath;
|
18 |
+
private int batchSize;
|
19 |
|
20 |
+
private SessionOptions SessionOpt;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
21 |
|
22 |
+
//init function
|
23 |
+
/// <include file='docs/ONNXInference.xml' path='docs/members[@name="ONNXInference"]/Initialize/*'/>
|
24 |
+
public void Initialize(string Path, int BatchSize)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
25 |
{
|
26 |
+
modelPath = Path;
|
27 |
+
batchSize = BatchSize;
|
28 |
+
SessionOpt = SessionConfigurator.MakeConfiguredSessionOptions();
|
29 |
+
session = LoadModel(modelPath);
|
30 |
+
|
31 |
}
|
32 |
+
/// <include file='docs/ONNXInference.xml' path='docs/members[@name="ONNXInference"]/Run/*'/>
|
33 |
+
public Godot.Collections.Dictionary<string, Godot.Collections.Array<float>> RunInference(Godot.Collections.Array<float> obs, int state_ins)
|
34 |
+
{
|
35 |
+
//Current model: Any (Godot Rl Agents)
|
36 |
+
//Expects a tensor of shape [batch_size, input_size] type float named obs and a tensor of shape [batch_size] type float named state_ins
|
37 |
+
|
38 |
+
//Fill the input tensors
|
39 |
+
// create span from inputSize
|
40 |
+
var span = new float[obs.Count]; //There's probably a better way to do this
|
41 |
+
for (int i = 0; i < obs.Count; i++)
|
42 |
+
{
|
43 |
+
span[i] = obs[i];
|
44 |
+
}
|
45 |
+
|
46 |
+
IReadOnlyCollection<NamedOnnxValue> inputs = new List<NamedOnnxValue>
|
47 |
{
|
48 |
NamedOnnxValue.CreateFromTensor("obs", new DenseTensor<float>(span, new int[] { batchSize, obs.Count })),
|
49 |
NamedOnnxValue.CreateFromTensor("state_ins", new DenseTensor<float>(new float[] { state_ins }, new int[] { batchSize }))
|
50 |
+
};
|
51 |
+
IReadOnlyCollection<string> outputNames = new List<string> { "output", "state_outs" }; //ONNX is sensible to these names, as well as the input names
|
52 |
|
53 |
+
IDisposableReadOnlyCollection<DisposableNamedOnnxValue> results;
|
54 |
+
//We do not use "using" here so we get a better exception explaination later
|
55 |
+
try
|
56 |
+
{
|
57 |
+
results = session.Run(inputs, outputNames);
|
58 |
+
}
|
59 |
+
catch (OnnxRuntimeException e)
|
60 |
+
{
|
61 |
+
//This error usually means that the model is not compatible with the input, beacause of the input shape (size)
|
62 |
+
GD.Print("Error at inference: ", e);
|
63 |
+
return null;
|
64 |
+
}
|
65 |
+
//Can't convert IEnumerable<float> to Variant, so we have to convert it to an array or something
|
66 |
+
Godot.Collections.Dictionary<string, Godot.Collections.Array<float>> output = new Godot.Collections.Dictionary<string, Godot.Collections.Array<float>>();
|
67 |
+
DisposableNamedOnnxValue output1 = results.First();
|
68 |
+
DisposableNamedOnnxValue output2 = results.Last();
|
69 |
+
Godot.Collections.Array<float> output1Array = new Godot.Collections.Array<float>();
|
70 |
+
Godot.Collections.Array<float> output2Array = new Godot.Collections.Array<float>();
|
71 |
|
72 |
+
foreach (float f in output1.AsEnumerable<float>())
|
73 |
+
{
|
74 |
+
output1Array.Add(f);
|
75 |
+
}
|
76 |
|
77 |
+
foreach (float f in output2.AsEnumerable<float>())
|
78 |
+
{
|
79 |
+
output2Array.Add(f);
|
80 |
+
}
|
81 |
|
82 |
+
output.Add(output1.Name, output1Array);
|
83 |
+
output.Add(output2.Name, output2Array);
|
84 |
+
|
85 |
+
//Output is a dictionary of arrays, ex: { "output" : [0.1, 0.2, 0.3, 0.4, ...], "state_outs" : [0.5, ...]}
|
86 |
+
results.Dispose();
|
87 |
+
return output;
|
88 |
+
}
|
89 |
+
/// <include file='docs/ONNXInference.xml' path='docs/members[@name="ONNXInference"]/Load/*'/>
|
90 |
+
public InferenceSession LoadModel(string Path)
|
91 |
+
{
|
92 |
+
using Godot.FileAccess file = FileAccess.Open(Path, Godot.FileAccess.ModeFlags.Read);
|
93 |
+
byte[] model = file.GetBuffer((int)file.GetLength());
|
94 |
+
//file.Close(); file.Dispose(); //Close the file, then dispose the reference.
|
95 |
+
return new InferenceSession(model, SessionOpt); //Load the model
|
96 |
+
}
|
97 |
+
public void FreeDisposables()
|
98 |
+
{
|
99 |
+
session.Dispose();
|
100 |
+
SessionOpt.Dispose();
|
101 |
+
}
|
102 |
}
|
103 |
+
}
|
addons/godot_rl_agents/onnx/csharp/SessionConfigurator.cs
CHANGED
@@ -1,106 +1,131 @@
|
|
1 |
using Godot;
|
2 |
using Microsoft.ML.OnnxRuntime;
|
3 |
|
4 |
-
namespace GodotONNX
|
5 |
-
|
6 |
-
|
7 |
-
public static class SessionConfigurator {
|
8 |
-
|
9 |
-
private static SessionOptions options = new SessionOptions();
|
10 |
-
|
11 |
-
/// <include file='docs/SessionConfigurator.xml' path='docs/members[@name="SessionConfigurator"]/GetSessionOptions/*'/>
|
12 |
-
public static SessionOptions GetSessionOptions() {
|
13 |
-
options = new SessionOptions();
|
14 |
-
options.LogSeverityLevel = OrtLoggingLevel.ORT_LOGGING_LEVEL_WARNING;
|
15 |
-
// see warnings
|
16 |
-
SystemCheck();
|
17 |
-
return options;
|
18 |
-
}
|
19 |
-
/// <include file='docs/SessionConfigurator.xml' path='docs/members[@name="SessionConfigurator"]/SystemCheck/*'/>
|
20 |
|
21 |
-
static
|
22 |
{
|
23 |
-
|
24 |
-
//implementation progress of the different compute APIs.
|
25 |
-
|
26 |
-
//December 2022: CUDA is not working.
|
27 |
-
|
28 |
-
string OSName = OS.GetName(); //Get OS Name
|
29 |
-
int ComputeAPIID = ComputeCheck(); //Get Compute API
|
30 |
-
//TODO: Get CPU architecture
|
31 |
-
|
32 |
-
//Linux can use OpenVINO (C#) on x64 and ROCm on x86 (GDNative/C++)
|
33 |
-
//Windows can use OpenVINO (C#) on x64
|
34 |
-
//TODO: try TensorRT instead of CUDA
|
35 |
-
//TODO: Use OpenVINO for Intel Graphics
|
36 |
-
|
37 |
-
string [] ComputeNames = {"CUDA", "DirectML/ROCm", "DirectML", "CoreML", "CPU"};
|
38 |
-
//match OS and Compute API
|
39 |
-
options.AppendExecutionProvider_CPU(0); // Always use CPU
|
40 |
-
GD.Print("OS: " + OSName, " | Compute API: " + ComputeNames[ComputeAPIID]);
|
41 |
-
|
42 |
-
switch (OSName)
|
43 |
{
|
44 |
-
|
45 |
-
|
46 |
-
|
47 |
-
|
48 |
-
|
49 |
-
options.AppendExecutionProvider_DML(0);
|
50 |
-
}
|
51 |
-
else if (ComputeAPIID == 1)
|
52 |
-
{
|
53 |
-
//DirectML
|
54 |
-
options.AppendExecutionProvider_DML(0);
|
55 |
-
}
|
56 |
-
break;
|
57 |
-
case "X11": //Can use CUDA, ROCm
|
58 |
-
if (ComputeAPIID == 0)
|
59 |
-
{
|
60 |
-
//CUDA
|
61 |
-
//options.AppendExecutionProvider_CUDA(0);
|
62 |
-
}
|
63 |
-
if (ComputeAPIID == 1)
|
64 |
-
{
|
65 |
-
//ROCm, only works on x86
|
66 |
-
//Research indicates that this has to be compiled as a GDNative plugin
|
67 |
-
GD.Print("ROCm not supported yet, using CPU.");
|
68 |
-
options.AppendExecutionProvider_CPU(0);
|
69 |
-
}
|
70 |
-
|
71 |
-
break;
|
72 |
-
case "OSX": //Can use CoreML
|
73 |
-
if (ComputeAPIID == 0) { //CoreML
|
74 |
-
//TODO: Needs testing
|
75 |
-
options.AppendExecutionProvider_CoreML(0);
|
76 |
-
//CoreML on ARM64, out of the box, on x64 needs .tar file from GitHub
|
77 |
-
}
|
78 |
-
break;
|
79 |
-
default:
|
80 |
-
GD.Print("OS not Supported.");
|
81 |
-
break;
|
82 |
}
|
83 |
-
}
|
84 |
-
/// <include file='docs/SessionConfigurator.xml' path='docs/members[@name="SessionConfigurator"]/ComputeCheck/*'/>
|
85 |
|
86 |
-
|
87 |
-
|
88 |
-
|
89 |
-
|
90 |
-
|
91 |
-
|
92 |
-
|
93 |
-
|
94 |
-
|
95 |
-
|
96 |
-
|
97 |
-
|
98 |
-
|
99 |
-
|
100 |
-
|
101 |
-
|
102 |
-
|
103 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
104 |
}
|
|
|
|
|
|
|
105 |
}
|
106 |
-
}
|
|
|
|
1 |
using Godot;
|
2 |
using Microsoft.ML.OnnxRuntime;
|
3 |
|
4 |
+
namespace GodotONNX
|
5 |
+
{
|
6 |
+
/// <include file='docs/SessionConfigurator.xml' path='docs/members[@name="SessionConfigurator"]/SessionConfigurator/*'/>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
7 |
|
8 |
+
public static class SessionConfigurator
|
9 |
{
|
10 |
+
public enum ComputeName
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
11 |
{
|
12 |
+
CUDA,
|
13 |
+
ROCm,
|
14 |
+
DirectML,
|
15 |
+
CoreML,
|
16 |
+
CPU
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
17 |
}
|
|
|
|
|
18 |
|
19 |
+
/// <include file='docs/SessionConfigurator.xml' path='docs/members[@name="SessionConfigurator"]/GetSessionOptions/*'/>
|
20 |
+
public static SessionOptions MakeConfiguredSessionOptions()
|
21 |
+
{
|
22 |
+
SessionOptions sessionOptions = new();
|
23 |
+
SetOptions(sessionOptions);
|
24 |
+
return sessionOptions;
|
25 |
+
}
|
26 |
+
|
27 |
+
private static void SetOptions(SessionOptions sessionOptions)
|
28 |
+
{
|
29 |
+
sessionOptions.LogSeverityLevel = OrtLoggingLevel.ORT_LOGGING_LEVEL_WARNING;
|
30 |
+
ApplySystemSpecificOptions(sessionOptions);
|
31 |
+
}
|
32 |
+
|
33 |
+
/// <include file='docs/SessionConfigurator.xml' path='docs/members[@name="SessionConfigurator"]/SystemCheck/*'/>
|
34 |
+
static public void ApplySystemSpecificOptions(SessionOptions sessionOptions)
|
35 |
+
{
|
36 |
+
//Most code for this function is verbose only, the only reason it exists is to track
|
37 |
+
//implementation progress of the different compute APIs.
|
38 |
+
|
39 |
+
//December 2022: CUDA is not working.
|
40 |
+
|
41 |
+
string OSName = OS.GetName(); //Get OS Name
|
42 |
+
|
43 |
+
//ComputeName ComputeAPI = ComputeCheck(); //Get Compute API
|
44 |
+
// //TODO: Get CPU architecture
|
45 |
+
|
46 |
+
//Linux can use OpenVINO (C#) on x64 and ROCm on x86 (GDNative/C++)
|
47 |
+
//Windows can use OpenVINO (C#) on x64
|
48 |
+
//TODO: try TensorRT instead of CUDA
|
49 |
+
//TODO: Use OpenVINO for Intel Graphics
|
50 |
+
|
51 |
+
// Temporarily using CPU on all platforms to avoid errors detected with DML
|
52 |
+
ComputeName ComputeAPI = ComputeName.CPU;
|
53 |
+
|
54 |
+
//match OS and Compute API
|
55 |
+
GD.Print($"OS: {OSName} Compute API: {ComputeAPI}");
|
56 |
+
|
57 |
+
// CPU is set by default without appending necessary
|
58 |
+
// sessionOptions.AppendExecutionProvider_CPU(0);
|
59 |
+
|
60 |
+
/*
|
61 |
+
switch (OSName)
|
62 |
+
{
|
63 |
+
case "Windows": //Can use CUDA, DirectML
|
64 |
+
if (ComputeAPI is ComputeName.CUDA)
|
65 |
+
{
|
66 |
+
//CUDA
|
67 |
+
//sessionOptions.AppendExecutionProvider_CUDA(0);
|
68 |
+
//sessionOptions.AppendExecutionProvider_DML(0);
|
69 |
+
}
|
70 |
+
else if (ComputeAPI is ComputeName.DirectML)
|
71 |
+
{
|
72 |
+
//DirectML
|
73 |
+
//sessionOptions.AppendExecutionProvider_DML(0);
|
74 |
+
}
|
75 |
+
break;
|
76 |
+
case "X11": //Can use CUDA, ROCm
|
77 |
+
if (ComputeAPI is ComputeName.CUDA)
|
78 |
+
{
|
79 |
+
//CUDA
|
80 |
+
//sessionOptions.AppendExecutionProvider_CUDA(0);
|
81 |
+
}
|
82 |
+
if (ComputeAPI is ComputeName.ROCm)
|
83 |
+
{
|
84 |
+
//ROCm, only works on x86
|
85 |
+
//Research indicates that this has to be compiled as a GDNative plugin
|
86 |
+
//GD.Print("ROCm not supported yet, using CPU.");
|
87 |
+
//sessionOptions.AppendExecutionProvider_CPU(0);
|
88 |
+
}
|
89 |
+
break;
|
90 |
+
case "macOS": //Can use CoreML
|
91 |
+
if (ComputeAPI is ComputeName.CoreML)
|
92 |
+
{ //CoreML
|
93 |
+
//TODO: Needs testing
|
94 |
+
//sessionOptions.AppendExecutionProvider_CoreML(0);
|
95 |
+
//CoreML on ARM64, out of the box, on x64 needs .tar file from GitHub
|
96 |
+
}
|
97 |
+
break;
|
98 |
+
default:
|
99 |
+
GD.Print("OS not Supported.");
|
100 |
+
break;
|
101 |
+
}
|
102 |
+
*/
|
103 |
+
}
|
104 |
+
|
105 |
+
|
106 |
+
/// <include file='docs/SessionConfigurator.xml' path='docs/members[@name="SessionConfigurator"]/ComputeCheck/*'/>
|
107 |
+
public static ComputeName ComputeCheck()
|
108 |
+
{
|
109 |
+
string adapterName = Godot.RenderingServer.GetVideoAdapterName();
|
110 |
+
//string adapterVendor = Godot.RenderingServer.GetVideoAdapterVendor();
|
111 |
+
adapterName = adapterName.ToUpper(new System.Globalization.CultureInfo(""));
|
112 |
+
//TODO: GPU vendors for MacOS, what do they even use these days?
|
113 |
+
|
114 |
+
if (adapterName.Contains("INTEL"))
|
115 |
+
{
|
116 |
+
return ComputeName.DirectML;
|
117 |
+
}
|
118 |
+
if (adapterName.Contains("AMD") || adapterName.Contains("RADEON"))
|
119 |
+
{
|
120 |
+
return ComputeName.DirectML;
|
121 |
+
}
|
122 |
+
if (adapterName.Contains("NVIDIA"))
|
123 |
+
{
|
124 |
+
return ComputeName.CUDA;
|
125 |
}
|
126 |
+
|
127 |
+
GD.Print("Graphics Card not recognized."); //Should use CPU
|
128 |
+
return ComputeName.CPU;
|
129 |
}
|
130 |
+
}
|
131 |
+
}
|
addons/godot_rl_agents/onnx/wrapper/ONNX_wrapper.gd
CHANGED
@@ -1,4 +1,4 @@
|
|
1 |
-
extends
|
2 |
class_name ONNXModel
|
3 |
var inferencer_script = load("res://addons/godot_rl_agents/onnx/csharp/ONNXInference.cs")
|
4 |
|
@@ -17,3 +17,8 @@ func run_inference(obs : Array, state_ins : int) -> Dictionary:
|
|
17 |
printerr("Inferencer not initialized")
|
18 |
return {}
|
19 |
return inferencer.RunInference(obs, state_ins)
|
|
|
|
|
|
|
|
|
|
|
|
1 |
+
extends Resource
|
2 |
class_name ONNXModel
|
3 |
var inferencer_script = load("res://addons/godot_rl_agents/onnx/csharp/ONNXInference.cs")
|
4 |
|
|
|
17 |
printerr("Inferencer not initialized")
|
18 |
return {}
|
19 |
return inferencer.RunInference(obs, state_ins)
|
20 |
+
|
21 |
+
func _notification(what):
|
22 |
+
if what == NOTIFICATION_PREDELETE:
|
23 |
+
inferencer.FreeDisposables()
|
24 |
+
inferencer.free()
|
addons/godot_rl_agents/sensors/sensors_2d/ExampleRaycastSensor2D.tscn
CHANGED
@@ -1,6 +1,6 @@
|
|
1 |
[gd_scene load_steps=5 format=3 uid="uid://ddeq7mn1ealyc"]
|
2 |
|
3 |
-
[ext_resource type="Script" path="res://sensors/sensors_2d/RaycastSensor2D.gd" id="1"]
|
4 |
|
5 |
[sub_resource type="GDScript" id="2"]
|
6 |
script/source = "extends Node2D
|
|
|
1 |
[gd_scene load_steps=5 format=3 uid="uid://ddeq7mn1ealyc"]
|
2 |
|
3 |
+
[ext_resource type="Script" path="res://addons/godot_rl_agents/sensors/sensors_2d/RaycastSensor2D.gd" id="1"]
|
4 |
|
5 |
[sub_resource type="GDScript" id="2"]
|
6 |
script/source = "extends Node2D
|
addons/godot_rl_agents/sensors/sensors_3d/RaycastSensor3D.gd
CHANGED
@@ -61,11 +61,15 @@ var geo = null
|
|
61 |
|
62 |
func _update():
|
63 |
if Engine.is_editor_hint():
|
64 |
-
|
65 |
-
|
66 |
|
67 |
func _ready() -> void:
|
68 |
-
|
|
|
|
|
|
|
|
|
69 |
|
70 |
func _spawn_nodes():
|
71 |
print("spawning nodes")
|
|
|
61 |
|
62 |
func _update():
|
63 |
if Engine.is_editor_hint():
|
64 |
+
if is_node_ready():
|
65 |
+
_spawn_nodes()
|
66 |
|
67 |
func _ready() -> void:
|
68 |
+
if Engine.is_editor_hint():
|
69 |
+
if get_child_count() == 0:
|
70 |
+
_spawn_nodes()
|
71 |
+
else:
|
72 |
+
_spawn_nodes()
|
73 |
|
74 |
func _spawn_nodes():
|
75 |
print("spawning nodes")
|
addons/godot_rl_agents/sync.gd
CHANGED
@@ -1,7 +1,7 @@
|
|
1 |
extends Node
|
2 |
# --fixed-fps 2000 --disable-render-loop
|
3 |
-
@
|
4 |
-
@
|
5 |
@export var onnx_model_path := ""
|
6 |
|
7 |
@onready var start_time = Time.get_ticks_msec()
|
@@ -10,7 +10,6 @@ const MAJOR_VERSION := "0"
|
|
10 |
const MINOR_VERSION := "3"
|
11 |
const DEFAULT_PORT := "11008"
|
12 |
const DEFAULT_SEED := "1"
|
13 |
-
const DEFAULT_ACTION_REPEAT := "8"
|
14 |
var stream : StreamPeerTCP = null
|
15 |
var connected = false
|
16 |
var message_center
|
@@ -44,17 +43,20 @@ func _initialize():
|
|
44 |
Engine.time_scale = _get_speedup() * 1.0
|
45 |
prints("physics ticks", Engine.physics_ticks_per_second, Engine.time_scale, _get_speedup(), speed_up)
|
46 |
|
47 |
-
|
48 |
-
|
49 |
-
if
|
50 |
-
|
51 |
-
_handshake()
|
52 |
-
_send_env_info()
|
53 |
-
elif onnx_model_path != "":
|
54 |
onnx_model = ONNXModel.new(onnx_model_path, 1)
|
55 |
_set_heuristic("model")
|
56 |
-
else:
|
57 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
58 |
|
59 |
_set_seed()
|
60 |
_set_action_repeat()
|
@@ -232,7 +234,7 @@ func _set_seed():
|
|
232 |
seed(_seed)
|
233 |
|
234 |
func _set_action_repeat():
|
235 |
-
action_repeat = args.get("action_repeat",
|
236 |
|
237 |
func disconnect_from_server():
|
238 |
stream.disconnect_from_host()
|
|
|
1 |
extends Node
|
2 |
# --fixed-fps 2000 --disable-render-loop
|
3 |
+
@export_range(1, 10, 1, "or_greater") var action_repeat := 8
|
4 |
+
@export_range(1, 10, 1, "or_greater") var speed_up = 1
|
5 |
@export var onnx_model_path := ""
|
6 |
|
7 |
@onready var start_time = Time.get_ticks_msec()
|
|
|
10 |
const MINOR_VERSION := "3"
|
11 |
const DEFAULT_PORT := "11008"
|
12 |
const DEFAULT_SEED := "1"
|
|
|
13 |
var stream : StreamPeerTCP = null
|
14 |
var connected = false
|
15 |
var message_center
|
|
|
43 |
Engine.time_scale = _get_speedup() * 1.0
|
44 |
prints("physics ticks", Engine.physics_ticks_per_second, Engine.time_scale, _get_speedup(), speed_up)
|
45 |
|
46 |
+
# Run inference if onnx model path is set, otherwise wait for server connection
|
47 |
+
var run_onnx_model_inference : bool = onnx_model_path != ""
|
48 |
+
if run_onnx_model_inference:
|
49 |
+
assert(FileAccess.file_exists(onnx_model_path), "Onnx Model Path set on Sync node does not exist: " + onnx_model_path)
|
|
|
|
|
|
|
50 |
onnx_model = ONNXModel.new(onnx_model_path, 1)
|
51 |
_set_heuristic("model")
|
52 |
+
else:
|
53 |
+
connected = connect_to_server()
|
54 |
+
if connected:
|
55 |
+
_set_heuristic("model")
|
56 |
+
_handshake()
|
57 |
+
_send_env_info()
|
58 |
+
else:
|
59 |
+
_set_heuristic("human")
|
60 |
|
61 |
_set_seed()
|
62 |
_set_action_repeat()
|
|
|
234 |
seed(_seed)
|
235 |
|
236 |
func _set_action_repeat():
|
237 |
+
action_repeat = args.get("action_repeat", str(action_repeat)).to_int()
|
238 |
|
239 |
func disconnect_from_server():
|
240 |
stream.disconnect_from_host()
|
bin/JumperHard.console.exe
CHANGED
Binary files a/bin/JumperHard.console.exe and b/bin/JumperHard.console.exe differ
|
|
bin/JumperHard.exe
CHANGED
@@ -1,3 +1,3 @@
|
|
1 |
version https://git-lfs.github.com/spec/v1
|
2 |
-
oid sha256:
|
3 |
-
size
|
|
|
1 |
version https://git-lfs.github.com/spec/v1
|
2 |
+
oid sha256:910d1661cf406eb788be65369b4784b8bde02dd16e327fac690b501d08e9e886
|
3 |
+
size 69051392
|
bin/JumperHard.pck
CHANGED
Binary files a/bin/JumperHard.pck and b/bin/JumperHard.pck differ
|
|
bin/JumperHard.x86_64
CHANGED
@@ -1,3 +1,3 @@
|
|
1 |
version https://git-lfs.github.com/spec/v1
|
2 |
-
oid sha256:
|
3 |
-
size
|
|
|
1 |
version https://git-lfs.github.com/spec/v1
|
2 |
+
oid sha256:fb6fa01639dd98489aac3e0dd5f9ecf0691b25b37a717f7380b1350d91ed23a4
|
3 |
+
size 61637496
|
export_presets.cfg
CHANGED
@@ -8,18 +8,17 @@ custom_features=""
|
|
8 |
export_filter="all_resources"
|
9 |
include_filter=""
|
10 |
exclude_filter=""
|
11 |
-
export_path=""
|
12 |
encryption_include_filters=""
|
13 |
encryption_exclude_filters=""
|
14 |
encrypt_pck=false
|
15 |
encrypt_directory=false
|
16 |
-
script_encryption_key=""
|
17 |
|
18 |
[preset.0.options]
|
19 |
|
20 |
custom_template/debug=""
|
21 |
custom_template/release=""
|
22 |
-
debug/
|
23 |
binary_format/embed_pck=false
|
24 |
texture_format/bptc=true
|
25 |
texture_format/s3tc=true
|
@@ -38,6 +37,10 @@ unzip -o -q \"{temp_dir}/{archive_name}\" -d \"{temp_dir}\"
|
|
38 |
ssh_remote_deploy/cleanup_script="#!/usr/bin/env bash
|
39 |
kill $(pgrep -x -f \"{temp_dir}/{exe_name} {cmd_args}\")
|
40 |
rm -rf \"{temp_dir}\""
|
|
|
|
|
|
|
|
|
41 |
|
42 |
[preset.1]
|
43 |
|
@@ -54,13 +57,12 @@ encryption_include_filters=""
|
|
54 |
encryption_exclude_filters=""
|
55 |
encrypt_pck=false
|
56 |
encrypt_directory=false
|
57 |
-
script_encryption_key=""
|
58 |
|
59 |
[preset.1.options]
|
60 |
|
61 |
custom_template/debug=""
|
62 |
custom_template/release=""
|
63 |
-
debug/
|
64 |
binary_format/embed_pck=false
|
65 |
texture_format/bptc=true
|
66 |
texture_format/s3tc=true
|
@@ -68,9 +70,6 @@ texture_format/etc=false
|
|
68 |
texture_format/etc2=false
|
69 |
binary_format/architecture="x86_64"
|
70 |
codesign/enable=false
|
71 |
-
codesign/identity_type=0
|
72 |
-
codesign/identity=""
|
73 |
-
codesign/password=""
|
74 |
codesign/timestamp=true
|
75 |
codesign/timestamp_server_url=""
|
76 |
codesign/digest_algorithm=1
|
@@ -87,6 +86,7 @@ application/product_name=""
|
|
87 |
application/file_description=""
|
88 |
application/copyright=""
|
89 |
application/trademarks=""
|
|
|
90 |
ssh_remote_deploy/enabled=false
|
91 |
ssh_remote_deploy/host="user@host_ip"
|
92 |
ssh_remote_deploy/port="22"
|
@@ -104,3 +104,7 @@ Unregister-ScheduledTask -TaskName godot_remote_debug -Confirm:$false -ErrorActi
|
|
104 |
ssh_remote_deploy/cleanup_script="Stop-ScheduledTask -TaskName godot_remote_debug -ErrorAction:SilentlyContinue
|
105 |
Unregister-ScheduledTask -TaskName godot_remote_debug -Confirm:$false -ErrorAction:SilentlyContinue
|
106 |
Remove-Item -Recurse -Force '{temp_dir}'"
|
|
|
|
|
|
|
|
|
|
8 |
export_filter="all_resources"
|
9 |
include_filter=""
|
10 |
exclude_filter=""
|
11 |
+
export_path="../../../godot_rl_agents/examples/jh/JumperHard.x86_64"
|
12 |
encryption_include_filters=""
|
13 |
encryption_exclude_filters=""
|
14 |
encrypt_pck=false
|
15 |
encrypt_directory=false
|
|
|
16 |
|
17 |
[preset.0.options]
|
18 |
|
19 |
custom_template/debug=""
|
20 |
custom_template/release=""
|
21 |
+
debug/export_console_wrapper=1
|
22 |
binary_format/embed_pck=false
|
23 |
texture_format/bptc=true
|
24 |
texture_format/s3tc=true
|
|
|
37 |
ssh_remote_deploy/cleanup_script="#!/usr/bin/env bash
|
38 |
kill $(pgrep -x -f \"{temp_dir}/{exe_name} {cmd_args}\")
|
39 |
rm -rf \"{temp_dir}\""
|
40 |
+
dotnet/include_scripts_content=false
|
41 |
+
dotnet/include_debug_symbols=true
|
42 |
+
dotnet/embed_build_outputs=false
|
43 |
+
debug/export_console_script=1
|
44 |
|
45 |
[preset.1]
|
46 |
|
|
|
57 |
encryption_exclude_filters=""
|
58 |
encrypt_pck=false
|
59 |
encrypt_directory=false
|
|
|
60 |
|
61 |
[preset.1.options]
|
62 |
|
63 |
custom_template/debug=""
|
64 |
custom_template/release=""
|
65 |
+
debug/export_console_wrapper=1
|
66 |
binary_format/embed_pck=false
|
67 |
texture_format/bptc=true
|
68 |
texture_format/s3tc=true
|
|
|
70 |
texture_format/etc2=false
|
71 |
binary_format/architecture="x86_64"
|
72 |
codesign/enable=false
|
|
|
|
|
|
|
73 |
codesign/timestamp=true
|
74 |
codesign/timestamp_server_url=""
|
75 |
codesign/digest_algorithm=1
|
|
|
86 |
application/file_description=""
|
87 |
application/copyright=""
|
88 |
application/trademarks=""
|
89 |
+
application/export_angle=0
|
90 |
ssh_remote_deploy/enabled=false
|
91 |
ssh_remote_deploy/host="user@host_ip"
|
92 |
ssh_remote_deploy/port="22"
|
|
|
104 |
ssh_remote_deploy/cleanup_script="Stop-ScheduledTask -TaskName godot_remote_debug -ErrorAction:SilentlyContinue
|
105 |
Unregister-ScheduledTask -TaskName godot_remote_debug -Confirm:$false -ErrorAction:SilentlyContinue
|
106 |
Remove-Item -Recurse -Force '{temp_dir}'"
|
107 |
+
dotnet/include_scripts_content=false
|
108 |
+
dotnet/include_debug_symbols=true
|
109 |
+
dotnet/embed_build_outputs=false
|
110 |
+
debug/export_console_script=1
|
project.godot
CHANGED
@@ -12,7 +12,7 @@ config_version=5
|
|
12 |
|
13 |
config/name="JumperHard"
|
14 |
run/main_scene="res://BatchEnvs.tscn"
|
15 |
-
config/features=PackedStringArray("4.
|
16 |
config/icon="res://icon.png"
|
17 |
|
18 |
[dotnet]
|
@@ -21,7 +21,7 @@ project/assembly_name="JumperHard"
|
|
21 |
|
22 |
[editor_plugins]
|
23 |
|
24 |
-
enabled=PackedStringArray()
|
25 |
|
26 |
[input]
|
27 |
|
|
|
12 |
|
13 |
config/name="JumperHard"
|
14 |
run/main_scene="res://BatchEnvs.tscn"
|
15 |
+
config/features=PackedStringArray("4.1", "C#")
|
16 |
config/icon="res://icon.png"
|
17 |
|
18 |
[dotnet]
|
|
|
21 |
|
22 |
[editor_plugins]
|
23 |
|
24 |
+
enabled=PackedStringArray("res://addons/godot_rl_agents/plugin.cfg")
|
25 |
|
26 |
[input]
|
27 |
|