Merge branch 'master' of git@ooftooft.net:Racesm.git

# Conflicts:
#	Assets/ML-Agents/Timers/Car Customization_timers.json
This commit is contained in:
PokingPines
2024-05-06 23:16:14 +02:00
204 changed files with 15421 additions and 4582 deletions

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--- !u!82 &1607325868
AudioSource:
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1607325861}
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OutputAudioMixerGroup: {fileID: 0}
m_audioClip: {fileID: 8300000, guid: 10cae2fd52e1c0f4eba2e2091d441cd1, type: 3}
m_PlayOnAwake: 1
m_Volume: 0.35
m_Pitch: 1
Loop: 1
Mute: 0
Spatialize: 0
SpatializePostEffects: 0
Priority: 128
DopplerLevel: 1
MinDistance: 1
MaxDistance: 500
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BypassEffects: 0
BypassListenerEffects: 0
BypassReverbZones: 0
rolloffCustomCurve:
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value: 1
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panLevelCustomCurve:
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GameObject:
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@@ -38,7 +38,7 @@ RenderSettings:
m_ReflectionIntensity: 1
m_CustomReflection: {fileID: 0}
m_Sun: {fileID: 0}
m_IndirectSpecularColor: {r: 0.4482451, g: 0.49827182, b: 0.57558125, a: 1}
m_IndirectSpecularColor: {r: 0.4482453, g: 0.49827206, b: 0.5755818, a: 1}
m_UseRadianceAmbientProbe: 0
--- !u!157 &3
LightmapSettings:
@@ -583,7 +583,7 @@ RectTransform:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 287191329}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
@@ -592,7 +592,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 150, y: 120}
m_AnchoredPosition: {x: 150, y: 2.5}
m_SizeDelta: {x: 250, y: 150}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &287191331
@@ -1092,7 +1092,7 @@ RectTransform:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 521052946}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
@@ -1101,7 +1101,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: -150, y: 120}
m_AnchoredPosition: {x: -150, y: 2.5}
m_SizeDelta: {x: 250, y: 150}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &521052948
@@ -1604,6 +1604,7 @@ GameObject:
serializedVersion: 6
m_Component:
- component: {fileID: 841402787}
- component: {fileID: 841402788}
m_Layer: 0
m_Name: CameraRotator
m_TagString: Untagged
@@ -1627,6 +1628,14 @@ Transform:
- {fileID: 333991148}
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!81 &841402788
AudioListener:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 841402786}
m_Enabled: 1
--- !u!4 &845470139 stripped
Transform:
m_CorrespondingSourceObject: {fileID: 1828470746108631247, guid: bb42b7aaa687b2f4d811c8cc5d2d259f, type: 3}
@@ -2829,8 +2838,8 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x: -610, y: 0}
m_SizeDelta: {x: -1320, y: -600}
m_AnchoredPosition: {x: -610, y: 117.499985}
m_SizeDelta: {x: -1320, y: -835}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &1526088043
MonoBehaviour:

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View File

@@ -90,8 +90,6 @@ public class AgentController: Agent
// transform.position.y,
// transform.position.z + rng
// );
}
@@ -170,17 +168,11 @@ public class AgentController: Agent
totalReward -= 0.0018f;
float forwardSpeed = Vector3.Dot(transform.forward, rb.velocity);
// Calculate how close the car is to top speed
// as a number from zero to one
float speedFactor = Mathf.InverseLerp(0, maxSpeed / 4, forwardSpeed);
// Use that to calculate how much torque is available
// (zero torque at top speed)
float currentMotorTorque = Mathf.Lerp(motorTorque, 0, speedFactor);
// …and to calculate how much to steer
// (the car steers more gently at top speed)
float currentSteerRange = Mathf.Lerp(steeringRange, steeringRangeAtMaxSpeed, speedFactor);
// Check whether the user input is in the same direction

View File

@@ -17,58 +17,44 @@ public class GameController :MonoBehaviour
public static bool RaceIsStarted { get { return true; } }
public static bool RaceIsEnded { get { return false; } }
//PlayerController m_PlayerCar;
//List<PlayerController> Cars = new List<PlayerController>();
public List<GameObject> cars;
int CurrentCarIndex = 0;
protected virtual void Awake ()
private List<string> finished;
void Start()
{
Instance = this;
// foreach (var car in cars)
// {
// var userControl = car.GetComponent<PlayerController>();
// var audioListener = car.GetComponent<AudioListener>();
// if (userControl == null)
// {
// userControl = car.gameObject.AddComponent<PlayerController> ();
// }
// if (audioListener == null)
// {
// audioListener = car.gameObject.AddComponent<AudioListener> ();
// }
// userControl.enabled = false;
// audioListener.enabled = false;
// }
finished=gameObject.GetComponent<GameManager>().playersFinished;
// cars[CurrentCarIndex].GetComponent<PlayerController>().enabled = true;
// cars[CurrentCarIndex].GetComponent<AudioListener>().enabled = true;
}
void Update ()
public void Update ()
{
if (Input.GetKeyDown (NextCarKey))
{
NextCar ();
}
}
private void NextCar ()
public void NextCar()
{
// cars[CurrentCarIndex].GetComponent<PlayerController> ().enabled = false;
// cars[CurrentCarIndex].GetComponent<AudioListener> ().enabled = false;
for (int i = 0; i < cars.Count; i++)
{
if (finished.Contains(cars[i].name))
{
cars.Remove(cars[i]);
}
}
CurrentCarIndex = LoopClamp (CurrentCarIndex + 1, 0, cars.Count);
// cars[CurrentCarIndex].GetComponent<PlayerController>().enabled = true;
// cars[CurrentCarIndex].GetComponent<AudioListener>().enabled = true;
PlayerCar = cars[CurrentCarIndex];
@@ -90,4 +76,6 @@ public class GameController :MonoBehaviour
}
return value;
}
}

View File

@@ -1,42 +1,86 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEditor.SearchService;
using TMPro;
using Unity.VisualScripting;
// using UnityEditor.SearchService;
using UnityEngine;
using UnityEngine.SceneManagement;
public class GameManager : MonoBehaviour
{
public int lapAmount;
public GameObject[] checkpoints;
public GameObject[] players;
[HideInInspector] public List<string> playersFinished;
[HideInInspector] public List<string> playerTimes;
[HideInInspector] public float[] playerTimes;
[HideInInspector] public string[] playerTimesStr;
int[] playerLaps;
public TextMeshProUGUI lapCounter;
public TextMeshProUGUI timeCounter;
public TextMeshProUGUI startTime;
public TextMeshProUGUI DNFTime;
public TextMeshProUGUI speedometer;
public GameObject nextCarbtn;
float DNFTimer = 0;
private bool hasCountedDown = false;
private Rigidbody carRB;
void Start()
{
AudioSource backgroundMusic = GameObject.Find("Car Data").GetComponent<AudioSource>();
backgroundMusic.Stop();
// reset laps
playerLaps = new int[players.Count()];
playerTimes = new float[players.Count()];
playerTimesStr = new string[players.Count()];
for (int i = 0; i < playerLaps.Count(); i++)
{
playerLaps[i] = 1;
}
for (int i = 0; i < players.Count(); i++)
{
playerTimes[i] = 0.00000000000f;
playerTimesStr[i] = "1000000";
}
DontDestroyOnLoad(gameObject);
}
// Update is called once per frame
void Update()
{
print("playersfinished: " + playersFinished.Count());
if (!hasCountedDown)
{
StartGame();
}
for (int i = 0; i < players.Count(); i++)
{
GameObject player = players[i];
if (playersFinished.Contains(player.name) || playersFinished.Contains(player.name + " (player)"))
continue;
try
{
if (playersFinished.Contains(player.name) || playersFinished.Contains(player.name + " (player)"))
continue;
}
catch
{
return;
}
if (hasCountedDown)
{
playerTimes[i] += Time.deltaTime;
}
bool isAI = true;
if (player.GetComponent<PlayerController>().enabled)
isAI = false;
@@ -54,12 +98,21 @@ public class GameManager : MonoBehaviour
else
{
int checkpointsCollected = player.GetComponent<PlayerController>().checkpointsCollected;
carRB = player.GetComponent<Rigidbody>();
var carVel = Mathf.Round((Mathf.Abs(carRB.velocity.x) + Mathf.Abs(carRB.velocity.y) + Mathf.Abs(carRB.velocity.z))*6);
speedometer.SetText(carVel.ToString());
if (checkpointsCollected == checkpoints.Count())
{
player.GetComponent<PlayerController>().checkpointsCollected = 0;
playerLaps[i] += 1;
if (playerLaps[i] <= lapAmount)
lapCounter.text = "Lap count: " + playerLaps[i] + "/" + lapAmount;
}
timeCounter.text = "Time: " + (Mathf.Round(playerTimes[i]*1000)/1000).ToString();
}
if (playerLaps[i] > lapAmount)
@@ -70,21 +123,89 @@ public class GameManager : MonoBehaviour
player.GetComponent<AgentController>().enabled = false;
}
else
{
playersFinished.Add(player.name + " (player)");
player.GetComponent<PlayerController>().enabled = false;
float time = Random.Range(15f, 40f);
playerTimes.Add(time.ToString());
nextCarbtn.SetActive(true);
}
playerTimesStr[i] = playerTimes[i].ToString();
}
}
// race finished
if (playersFinished.Count() == players.Count())
//DNF
if (playersFinished.Count() > 0)
{
DNFTimer += Time.deltaTime;
DNFTime.text = "DNF timer: "+(Mathf.Round(60-DNFTimer)).ToString();
}
// race finished
if (playersFinished.Count() == players.Count() || DNFTimer > 60)
{
// sort array
float[] fTimes = new float[players.Count()];
for (int i = 0; i < players.Count(); i++)
{
fTimes[i] = float.Parse(playerTimesStr[i]);
}
Array.Sort(fTimes);
for (int i = 0; i < players.Count(); i++)
{
playerTimesStr[i] = fTimes[i].ToString();
try
{
playerTimesStr[i] = playerTimesStr[i].Substring(0, 7);
}
catch
{
}
}
for (var i = 0; i < players.Count();i++)
{
if (!playersFinished.Contains(players[i].name) && !playersFinished.Contains(players[i].name + " (player)")){
playersFinished.Add(players[i].name);
}
}
SceneManager.LoadScene("WinScreen");
}
}
private float sTime = 5;
private void StartGame(){
sTime -= Time.deltaTime;
startTime.text = (Mathf.Round(sTime*10)/10).ToString();
if (sTime/60 <= 5 && sTime/60 >= 0)
{
for (var i = 0; i < players.Count(); i++)
{
players[i].GetComponent<Rigidbody>().isKinematic = true;
}
} else if (sTime/60 < 0) {
for (var i = 0; i < players.Count(); i++)
{
players[i].GetComponent<Rigidbody>().isKinematic = false;
}
startTime.text = "";
hasCountedDown=true;
}
}
}

View File

@@ -1,32 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LapTimer : MonoBehaviour
{
public float time = 0;
private bool startTime = false;
private void OnTriggerEnter(Collider other) {
if (startTime)
{
startTime = false;
print(time);
} else {
startTime = true;
time=0;
}
}
void FixedUpdate()
{
time +=1;
}
}

View File

@@ -8,21 +8,35 @@ public class NPCimproved : MonoBehaviour
public GameObject npcPrefab;
public AudioSource audio;
private bool walking = true;
Vector3 rotation;
private void Start() {
rotation = transform.right;
}
void Update()
{
if (walking)
{
//npcPrefab.transform.position += new Vector3(0,0,0.005f);
npcPrefab.transform.position += transform.forward * Time.deltaTime;
npcPrefab.transform.position = new Vector3(npcPrefab.transform.position.x, 0, npcPrefab.transform.position.z);
}
// if (walking)
// {
// npcPrefab.transform.position += new Vector3(0,0,0.005f);
// npcPrefab.transform.position += transform.forward * Time.deltaTime;
// npcPrefab.transform.position = new Vector3(npcPrefab.transform.position.x, 0, npcPrefab.transform.position.z);
// }
//animator.SetBool("IsTurning", false);
}
private void FixedUpdate() {
if (walking)
{
npcPrefab.transform.position += rotation * 0.07f;
npcPrefab.transform.position = new Vector3(npcPrefab.transform.position.x, 0, npcPrefab.transform.position.z);
}
}
// Disabels the animation controller, to simulate getting hit by car
void OnCollisionEnter(Collision col) {
@@ -37,7 +51,7 @@ public class NPCimproved : MonoBehaviour
}
if (col.gameObject.tag == "Wall")
{
rotation = Quaternion.AngleAxis(120, Vector3.up) * rotation;
npcPrefab.transform.eulerAngles += new Vector3(0,120,0);
}

View File

@@ -1,5 +1,6 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class PlayerController : MonoBehaviour
@@ -15,6 +16,9 @@ public class PlayerController : MonoBehaviour
public Rigidbody rigidBody;
[HideInInspector] public int checkpointsCollected = 0;
public GameObject[] checkpoints;
Vector3 startPosition;
Quaternion startRotation;
KeyCode resetCarKey = KeyCode.Backspace;
// Start is called before the first frame update
void Start()
@@ -23,6 +27,9 @@ public class PlayerController : MonoBehaviour
{
rigidBody = GetComponent<Rigidbody> ();
}
startPosition = transform.position;
startRotation = transform.rotation;
// Find all child GameObjects that have the WheelControl script attached
@@ -36,26 +43,15 @@ public class PlayerController : MonoBehaviour
float vInput = Input.GetAxis("Vertical");
float hInput = Input.GetAxis("Horizontal");
// Calculate current speed in relation to the forward direction of the car
// (this returns a negative number when traveling backwards)
float forwardSpeed = Vector3.Dot(transform.forward, rigidBody.velocity);
// Calculate how close the car is to top speed
// as a number from zero to one
float speedFactor = Mathf.InverseLerp(0, maxSpeed / 4, forwardSpeed);
// Use that to calculate how much torque is available
// (zero torque at top speed)
float currentMotorTorque = Mathf.Lerp(motorTorque, 0, speedFactor);
// …and to calculate how much to steer
// (the car steers more gently at top speed)
float currentSteerRange = Mathf.Lerp(steeringRange, steeringRangeAtMaxSpeed, speedFactor);
// Check whether the user input is in the same direction
// as the car's velocity
bool isAccelerating = Mathf.Sign(vInput) == Mathf.Sign(forwardSpeed);
bool isStopping = vInput == 0; // range
@@ -125,10 +121,50 @@ public class PlayerController : MonoBehaviour
private void Update() {
Transform currentCheckpoint = checkpoints[checkpointsCollected].transform;
float checkpintDistance = distanceToCheckpoint(currentCheckpoint);
if (checkpintDistance < 0.1f)
// send back to previous checkpoint if stuck
if (Input.GetKeyDown(resetCarKey))
{
if (checkpointsCollected == 0)
{
transform.position = startPosition;
transform.rotation = startRotation;
}
else
{
transform.position = new Vector3(
checkpoints[checkpointsCollected - 1].transform.position.x,
transform.position.y + 3,
checkpoints[checkpointsCollected - 1].transform.position.z
);
transform.eulerAngles = new Vector3(
transform.eulerAngles.x,
checkpoints[checkpointsCollected - 1].transform.eulerAngles.y,
transform.eulerAngles.z
);
}
}
if (checkpintDistance < 0.5f)
{
checkpointsCollected += 1;
currentCheckpoint.GetComponent<Checkpoint>().isVisible = false;
Transform nextCheckpoint;
if (checkpointsCollected <= checkpoints.Count() - 1)
nextCheckpoint = checkpoints[checkpointsCollected].transform;
else
nextCheckpoint = checkpoints[0].transform;
nextCheckpoint.GetComponent<Checkpoint>().isVisible = true;
}
}

View File

@@ -0,0 +1,20 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TheTowersMustFall : MonoBehaviour
{
Animator animator;
KeyCode hitTowersButton = KeyCode.L;
void Start()
{
animator = GetComponent<Animator>();
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(hitTowersButton))
animator.SetBool("Fall", true);
}
}

View File

@@ -0,0 +1,11 @@
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MonoImporter:
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serializedVersion: 2
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View File

@@ -0,0 +1,31 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LapTimer : MonoBehaviour
{
// public List<float> times;
// private bool startTime = false;
// private void OnTriggerEnter(Collider other) {
// if (startTime)
// {
// startTime = false;
// print(time);
// } else {
// startTime = true;
// }
// }
// void FixedUpdate()
// {
// time +=1;
// }
}

View File

@@ -0,0 +1,92 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using Unity.VisualScripting;
using System.Linq;
public class WinScript : MonoBehaviour
{
public TextMeshProUGUI MainText;
public TextMeshProUGUI MainText2;
public List<string> leaderboard;
public string[] time;
public GameObject[] Garages;
private GameObject currentGarage;
void Start()
{
foreach (GameObject carGarage in Garages)
{
carGarage.SetActive(false);
}
leaderboard = GameObject.Find("GameManager").GetComponent<GameManager>().playersFinished;
time = GameObject.Find("GameManager").GetComponent<GameManager>().playerTimesStr;
if (leaderboard[0].Contains("player")){
}
if (leaderboard[0].Contains("Racecar"))
{
currentGarage = Garages[6];
Garages[6].SetActive(true);
}
else if (leaderboard[0].Contains("Hotrod"))
{
currentGarage = Garages[2];
Garages[2].SetActive(true);
}
else if (leaderboard[0].Contains("Icecream"))
{
currentGarage = Garages[5];
Garages[5].SetActive(true);
}
else if (leaderboard[0].Contains("Musclecar"))
{
currentGarage = Garages[1];
Garages[1].SetActive(true);
}
else if (leaderboard[0].Contains("Pickup"))
{
currentGarage = Garages[3];
Garages[3].SetActive(true);
}
else if (leaderboard[0].Contains("SchoolBus"))
{
currentGarage = Garages[7];
Garages[7].SetActive(true);
}
else if (leaderboard[0].Contains("Sportscar"))
{
currentGarage = Garages[4];
Garages[4].SetActive(true);
}
else if (leaderboard[0].Contains("Streetracist"))
{
currentGarage = Garages[0];
Garages[0].SetActive(true);
}
}
private void FixedUpdate() {
MainText.text = "Leaderboard: ";
MainText2.text = "Time: ";
for (var i = 0; i < leaderboard.Count; i++){
MainText.text += "\n" + (i+1) + "." + leaderboard[i];
if (time[i] == "1000000"){
MainText2.text += "\n(DNF)";
continue;
}
MainText2.text += "\n(" + time[i] + ")";
}
currentGarage.transform.eulerAngles += Vector3.up * 0.7f;
//currentRotation = CurrentCar.transform.rotation;
}
}

View File

@@ -0,0 +1,11 @@
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View File

@@ -43,9 +43,9 @@ AnimatorStateTransition:
m_Mute: 0
m_IsExit: 0
serializedVersion: 3
m_TransitionDuration: 0.012783408
m_TransitionDuration: 0.6141238
m_TransitionOffset: 0
m_ExitTime: 0.3120151
m_ExitTime: 0.4280422
m_HasExitTime: 1
m_HasFixedDuration: 1
m_InterruptionSource: 0
@@ -64,8 +64,8 @@ AnimatorController:
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m_DefaultFloat: 0
m_DefaultInt: 0
m_DefaultBool: 1
m_Controller: {fileID: 0}
m_DefaultBool: 0
m_Controller: {fileID: 9100000}
m_AnimatorLayers:
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m_Name: Base Layer
@@ -90,7 +90,7 @@ AnimatorStateMachine:
m_ChildStates:
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m_Position: {x: 360, y: 120, z: 0}
m_Position: {x: 350, y: 120, z: 0}
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m_Position: {x: 350, y: -30, z: 0}
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m_Tag:
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View File

@@ -44,7 +44,7 @@ behaviors:
self_play: null
behavioral_cloning: null
env_settings:
env_path: null
env_path: Builds\BusTrack2 part1\Racesm_L.exe
env_args: null
base_port: 5005
num_envs: 1

View File

@@ -0,0 +1,343 @@
Mono path[0] = 'C:/Users/SukkertoppenDDU/Desktop/MLagents/Builds/BusTrack2 part1/Racesm_L_Data/Managed'
Mono config path = 'C:/Users/SukkertoppenDDU/Desktop/MLagents/Builds/BusTrack2 part1/MonoBleedingEdge/etc'
[Physics::Module] Initialized MultithreadedJobDispatcher with 15 workers.
Initialize engine version: 2022.3.11f1 (d00248457e15)
[Subsystems] Discovering subsystems at path C:/Users/SukkertoppenDDU/Desktop/MLagents/Builds/BusTrack2 part1/Racesm_L_Data/UnitySubsystems
GfxDevice: creating device client; threaded=1; jobified=1
Direct3D:
Version: Direct3D 11.0 [level 11.1]
Renderer: NVIDIA GeForce RTX 3070 (ID=0x2488)
Vendor: NVIDIA
VRAM: 8043 MB
Driver: 30.0.14.9729
Begin MonoManager ReloadAssembly
- Loaded All Assemblies, in 1.365 seconds
- Finished resetting the current domain, in 0.003 seconds
<RI> Initializing input.
<RI> Input initialized.
<RI> Initialized touch support.
UnloadTime: 1.148800 ms
GRPC Exception: Status(StatusCode=Cancelled, Detail="CANCELLED"). Disconnecting from trainer.
Setting up 8 worker threads for Enlighten.
Memory Statistics:
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View File

@@ -2,257 +2,257 @@
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View File

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View File

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