#New Throwing Mechanic! Unity Drone Puzzl...

1 messages · Page 1 of 1 (latest)

digital sapphire
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One more question if you don't mind. Since I'm training an the drone with RL, I need to restart the drone at the end of each episode. I get that I have to set the initial state (position, velocity, angularVel and rotation) back to a default value at the begining of each episode. But, I noticed that if my agent is composed of more that one gameobject (with a rigidbody attached) then I also have to set the initial state for each of those gameobjects. Is there a better way? Because once I add the manipulator arm I'll have a bunch of gameobjects and am sure I'm gonna mess up something doing it this way.

ivory kayak
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One of the pitfalls of using multiple Rigidbodies

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part of why I recommended only using one

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I don't see any good reason to have multiple bodies.

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unless the objects need to move separately from one another, you should just use one body.

digital sapphire
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Yeah for the drone I totally agree that I can use only one

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But once I add the manipulator arm (much like the one from your video). I want the arm to have some degrees of freedom. Let's say a ball joint connecting link_1 of the arm to the belly of the drone and a hinge joint connecting link_2 with the link_1.

ivory kayak
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Honestly the one I made is a single hinge joint with no extra bodies

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the arm itself is just animated with inverse kinematics

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it doesn't have its own Rigidbody