using System; using System.IO; using System.Linq; using UnityEditor; using UnityEditor.Build.Reporting; using UnityEditor.SceneManagement; using UnityEngine; using Unity.MLAgents.Policies; // Install in an isolated release-23 Project/Assets/Editor, then invoke // -executeMethod AdditionalSimulationBuild.Build -simulationOutput . public static class AdditionalSimulationBuild { [Serializable] public class BehaviorInfo { public string name; public int team; public string stockPolicy; public int continuous; public int[] branches; } [Serializable] public class Manifest { public string environment; public string sourceScene; public string unityVersion; public string platform; public bool modelRemoved; public BehaviorInfo[] behaviors; public string[] packedPolicies; } public static void Build() { try { var args = Environment.GetCommandLineArgs(); int idx = Array.IndexOf(args, "-simulationOutput"); if (idx < 0 || idx + 1 >= args.Length) throw new ArgumentException("-simulationOutput is required"); string output = Path.GetFullPath(args[idx + 1]); int targetIndex = Array.IndexOf(args, "-simulationTarget"); var target = targetIndex < 0 ? BuildTarget.StandaloneWindows64 : (BuildTarget)Enum.Parse(typeof(BuildTarget), args[targetIndex + 1]); if (target != BuildTarget.StandaloneWindows64 && target != BuildTarget.StandaloneLinux64) throw new ArgumentException("Only Windows64 and Linux64 are supported"); string[] allNames = { "PushBlockCollab", "FoodCollector", "StrikersVsGoalie", "Hallway", "GridWorld", "Sorter", "WallJump" }; string[] allScenes = { "PushBlock/Scenes/PushBlockCollab.unity", "FoodCollector/Scenes/FoodCollector.unity", "Soccer/Scenes/StrikersVsGoalie.unity", "Hallway/Scenes/Hallway.unity", "GridWorld/Scenes/GridWorld.unity", "Sorter/Scenes/Sorter.unity", "WallJump/Scenes/WallJump.unity" }; int selectionIndex = Array.IndexOf(args, "-simulationEnvironments"); string[] names = selectionIndex < 0 ? allNames : args[selectionIndex + 1].Split(','); foreach (var name in names) if (!allNames.Contains(name)) throw new ArgumentException("Unknown scene: " + name); Directory.CreateDirectory("Assets/SimulationBuildScenes"); AssetDatabase.Refresh(); for (int i = 0; i < names.Length; i++) { string source = "Assets/ML-Agents/Examples/" + allScenes[Array.IndexOf(allNames, names[i])]; var scene = EditorSceneManager.OpenScene(source, OpenSceneMode.Single); // Unpack copies so prefab model references cannot enter the build. foreach (var root in scene.GetRootGameObjects()) if (PrefabUtility.IsPartOfPrefabInstance(root)) PrefabUtility.UnpackPrefabInstance(root, PrefabUnpackMode.Completely, InteractionMode.AutomatedAction); var behaviors = scene.GetRootGameObjects() .SelectMany(r => r.GetComponentsInChildren(true)).ToArray(); var info = behaviors.Select(b => new BehaviorInfo { name = b.BehaviorName, team = b.TeamId, stockPolicy = StockPolicyPath(b), continuous = b.BrainParameters.ActionSpec.NumContinuousActions, branches = b.BrainParameters.ActionSpec.BranchSizes }).GroupBy(b => b.name + "?team=" + b.team).Select(g => g.First()).ToArray(); if (names[i] == "WallJump") info = new[] { "SmallWallJump", "BigWallJump" }.Select(name => new BehaviorInfo { name = name, team = info[0].team, stockPolicy = "Assets/ML-Agents/Examples/WallJump/TFModels/" + name + ".onnx", continuous = info[0].continuous, branches = info[0].branches }).ToArray(); foreach (var b in behaviors) { b.Model = null; b.BehaviorType = BehaviorType.Default; EditorUtility.SetDirty(b); } // Remove any other serialized ONNX/NN references on scene components. foreach (var component in scene.GetRootGameObjects() .SelectMany(r => r.GetComponentsInChildren(true))) { if (component == null) continue; var serialized = new SerializedObject(component); var property = serialized.GetIterator(); bool changed = false; while (property.Next(true)) { if (property.propertyType != SerializedPropertyType.ObjectReference) continue; string path = AssetDatabase.GetAssetPath(property.objectReferenceValue); if (path.EndsWith(".onnx", StringComparison.OrdinalIgnoreCase) || path.EndsWith(".nn", StringComparison.OrdinalIgnoreCase)) { property.objectReferenceValue = null; changed = true; } } if (changed) serialized.ApplyModifiedPropertiesWithoutUndo(); } string staged = "Assets/SimulationBuildScenes/" + names[i] + ".unity"; if (!EditorSceneManager.SaveScene(scene, staged)) throw new Exception("Could not save " + staged); string envOutput = Path.Combine(output, names[i]); Directory.CreateDirectory(envOutput); foreach (var policy in info.Select(b => b.stockPolicy).Where(p => !string.IsNullOrEmpty(p)).Distinct()) { string policies = Path.Combine(output, "policies", names[i]); Directory.CreateDirectory(policies); File.Copy(policy, Path.Combine(policies, Path.GetFileName(policy)), true); } var report = BuildPipeline.BuildPlayer(new BuildPlayerOptions { scenes = new[] { staged }, locationPathName = Path.Combine(envOutput, names[i] + (target == BuildTarget.StandaloneWindows64 ? ".exe" : ".x86_64")), target = target, options = BuildOptions.StrictMode }); if (report.summary.result != BuildResult.Succeeded) throw new Exception(names[i] + " build failed: " + report.summary.result); var packed = report.packedAssets.SelectMany(p => p.contents) .Select(a => a.sourceAssetPath).Where(p => p.EndsWith(".onnx") || p.EndsWith(".nn")) .Distinct().ToArray(); var manifest = new Manifest { environment = names[i], sourceScene = source, unityVersion = Application.unityVersion, platform = target.ToString(), modelRemoved = packed.Length == 0, behaviors = info, packedPolicies = packed }; File.WriteAllText(Path.Combine(envOutput, "simulation-build.json"), JsonUtility.ToJson(manifest, true)); if (packed.Length > 0) throw new Exception("Baked policies found: " + string.Join(", ", packed)); Debug.Log("SIMULATION_BUILD_OK " + names[i] + " " + report.summary.totalSize); } EditorApplication.Exit(0); } catch (Exception error) { Debug.LogException(error); EditorApplication.Exit(1); } } static string StockPolicyPath(BehaviorParameters behavior) { string path = AssetDatabase.GetAssetPath(behavior.Model); if (!string.IsNullOrEmpty(path)) return path; // Some older scene prefabs still reference the obsolete Barracuda GUID. if (behavior.BehaviorName == "PushBlockCollab") return "Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockCollab.onnx"; if (behavior.BehaviorName == "Hallway" || behavior.BehaviorName == "GridWorld") return "Assets/ML-Agents/Examples/" + behavior.BehaviorName + "/TFModels/" + behavior.BehaviorName + ".onnx"; throw new Exception("No stock policy mapped for " + behavior.BehaviorName); } }