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    Struct RayPerceptionOutput.RayOutput

    Contains the data generated from a single ray of a ray perception sensor.

    Inherited Members
    ValueType.Equals(object)
    ValueType.GetHashCode()
    ValueType.ToString()
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetType()
    Namespace: Unity.MLAgents.Sensors
    Assembly: solution.dll
    Syntax
    public struct RayPerceptionOutput.RayOutput

    Fields

    Name Description
    EndPositionWorld

    End position of the ray in world space.

    HasHit

    Whether or not the ray hit anything.

    HitFraction

    Normalized distance to the hit object.

    HitGameObject

    The hit GameObject (or null if there was no hit).

    HitTagIndex

    The index of the hit object's tag in the DetectableTags list, or -1 if there was no hit, or the hit object has a different tag.

    HitTaggedObject

    Whether or not the ray hit an object whose tag is in the input's DetectableTags list.

    ScaledCastRadius

    The scaled size of the cast.

    StartPositionWorld

    Start position of the ray in world space.

    Properties

    Name Description
    ScaledRayLength

    The scaled length of the ray.

    Methods

    Name Description
    ToFloatArray(int, int, float[])

    Writes the ray output information to a subset of the float array. Each element in the rayAngles array determines a sublist of data to the observation. The sublist contains the observation data for a single cast. The list is composed of the following:

    1. A one-hot encoding for detectable tags. For example, if DetectableTags.Length = n, the first n elements of the sublist will be a one-hot encoding of the detectableTag that was hit, or all zeroes otherwise.
    2. The 'numDetectableTags' element of the sublist will be 1 if the ray missed everything, or 0 if it hit something (detectable or not).
    3. The 'numDetectableTags+1' element of the sublist will contain the normalized distance to the object hit, or 1.0 if nothing was hit.
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