Reference the tutorial in the Unity plugin docs, and update information of the existing sections.

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Balint-H
2024-11-25 14:39:17 +00:00
parent 13b6055098
commit f54cc58dc5
+22 -7
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@@ -10,6 +10,9 @@ runtime to use the MuJoCo physics engine. Users can import MJCF files and edit
relies on Unity for most aspects -- assets, game logic, simulation time -- but uses MuJoCo to determine how objects
move, giving the designer access to MuJoCo's full API.
An example project using MuJoCo's Unity plugin in a set of introductory tutorials is available at
https://github.com/Balint-H/mj-unity-tutorial.
.. _UInstallation:
Installation instructions
@@ -145,10 +148,6 @@ effects:
material assets for geom RGBA specification.
- It allows the importer to handle :ref:`\<include\> <include>` elements without replicating MuJoCos file-system
workflow.
- The current version of MuJoCo generates MJCF files with explicit :ref:`\<inertial\> <body-inertial>` elements, even when
the original model uses geoms for implicit definition of the body inertia. If you plan to change geom properties of
an imported model, remove these auto-generated ``MjInertial`` components manually. We plan to address this in a
future release of MuJoCo.
In Unity, there is no equivalent to MJCFs “cascading” :ref:`\<default\> <default>` clauses. Therefore, components in
Unity reflect the corresponding elements state after applying all the relevant default classes, and the class structure
@@ -177,9 +176,11 @@ Scene recreation maintains continuity of physics and state in the following way:
persisted.
4. The MuJoCo state (for the joints that persisted) is set from the cache, and Unity transforms are synchronized.
Because the MuJoCo library doesnt (yet) expose an API for scene editing, adding and removing MuJoCo components causes
complete scene recreation. This can be expensive for large models or if it happens frequently. We expect this
performance limitation to be lifted in future versions of MuJoCo.
MuJoCo library has functionality for dynamic scene editing (through `mjSpec
<https://mujoco.readthedocs.io/en/stable/programming/modeledit.html#model-editing>`_), however, this is not yet
supported in the Unity plugin. Therefore, adding and removing MuJoCo components causes complete scene recreation. This
can be expensive for large models or if it happens frequently. We intend to lift this performance limitation to be in a
future versions of the plugin.
Global Settings
_______________
@@ -323,6 +324,20 @@ The plug-in allows using arbitrary Unity meshes for MuJoCo collision. At model
<http://www.qhull.org/>`__ to create a convex hull of the mesh, and uses that for collisions. Currently the computed
convex hull is not visible in Unity, but we intend to expose it in future versions.
Height fields
_____________
MuJoCo hfields are represented in Unity through terrain gameobjects. This allows the use of the terrain editing tools
available in Unity to generate shapes for collisions with MuJoCo. When selecting hfield type in the Unity geom
component, the right click context menu provides utility to add the corresponding Unity terrain to the scene. The data
from the terrain is dynamically kept in sync with the simulation.
MuJoCo plugins
______________
The current version of the Unity package does not support loading MJCF scenes that use MuJoCo plugins such as
``elasticity``. Adding basic functionality to do this will be part of an upcoming release.
Interaction with External Processes
___________________________________