Unity plug-in #125
Replies: 4 comments
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Hi. Thanks for your work. Unity is easy to use and ML engineers (I think mujoco is also used by ML engineers) can use easily. But, If project is big and your project needs high performence (simulation needs very high performance) , Unreal Engine is suitable. If users need only ML trading tool, Unity is OK. If DeepMind has no plan to use UnrealEngin, As a result, |
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@SanggunLee We don't have any plan to develop a plugin for Unreal. If you're interested in doing so yourself please feel free to go ahead. Thanks for your interest! |
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@saran-t Thanks for reply. I hope I can contribute.This will result in a lot of fun things. |
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Hey guys, the plug-in is looking great so far, very well done. You may have guessed it :-) but I'm very interested in having the simulation and visualization in Unity decoupled (or even distributed). My early tests show that the FixedUpdate method is not completely independent from the framerate and the simulation frequency will ultimately suffer (even if there is enough CPU time to e.g. run a separate MuJoCo instance). As we are using MuJoCo with hardware-in-the-loop in my lab, we need to run both at a high and reliable frequency. Currently I use the native viewer remotely to render the simulation but if possible I'd like to upgrade to something more fancy without interrupting our current workflow too much. |
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Today we released a MuJoCo plug-in for the Unity game engine. For more details see:
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