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