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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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