Class RenderTextureSensor
Sensor class that wraps a RenderTexture instance.
Inherited Members
Namespace: Unity.MLAgents.Sensors
Assembly: solution.dll
Syntax
public class RenderTextureSensor : ISensor, IDisposable
Constructors
| Name | Description |
|---|---|
| RenderTextureSensor(RenderTexture, bool, string, SensorCompressionType) | Initializes the sensor. |
Properties
| Name | Description |
|---|---|
| CompressionType | The compression type used by the sensor. |
Methods
| Name | Description |
|---|---|
| Dispose() | Clean up the owned Texture2D. |
| GetBuiltInSensorType() | Return the corresponding BuiltInSensorType for the sensor. |
| GetCompressedObservation() | Return a compressed representation of the observation. For small observations, this should generally not be implemented. However, compressing large observations (such as visual results) can significantly improve model training time. |
| GetCompressionSpec() | Return information on the compression type being used. If no compression is used, return Default(). |
| GetName() | Get the name of the sensor. This is used to ensure deterministic sorting of the sensors on an Agent, so the naming must be consistent across all sensors and agents. |
| GetObservationSpec() | Returns a description of the observations that will be generated by the sensor. See ObservationSpec for more details, and helper methods to create one. |
| ObservationToTexture(RenderTexture, Texture2D) | Converts a RenderTexture to a 2D texture. |
| Reset() | Resets the internal state of the sensor. This is called at the end of an Agent's episode. Most implementations can leave this empty. |
| Update() | Update any internal state of the sensor. This is called once per each agent step. |
| Write(ObservationWriter) | Write the observation data directly to the ObservationWriter. Note that this (and GetCompressedObservation()) may be called multiple times per agent step, so should not mutate any internal state. |