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Question by
Icaro-Lima-TFG · May 30, 2019 at 11:37 AM ·
rigidbody2dvelocityphysics2dtorqueagent
After AddTorque, the resulting angularVelocity depends of the RigidBody's velocity?
I'm training a rocket to land, and for now I'm just trying to do vertical alignment.
This is my CollectObservations
function:
AddVectorObs(Mathf.Sin(rotationRadians));
AddVectorObs(Mathf.Cos(rotationRadians));
AddVectorObs(_rigidbody2D.angularVelocity / _maxAngularVelocity); // Normalizing...
This is my AgentAction
function:
...
_service.SetLeft(vectorAction[0] == 1); // This adds counterclockwise torque.
_service.SetRight(vectorAction[1] == 1); // This adds clockwise torque.
...
I am convinced that the _rigidbody2D.velocity
is not a necessary observation in this case. Correct?
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