| | ============= |
| | Unity Plug-in |
| | ============= |
| |
|
| | Introduction |
| | |
| |
|
| | The MuJoCo `Unity plug-in <https://github.com/google-deepmind/mujoco/tree/main/unity>`__ allows the Unity Editor and |
| | runtime to use the MuJoCo physics engine. Users can import MJCF files and edit the models in the Editor. The plug-in |
| | relies on Unity for most aspects |
| | move, giving the designer access to MuJoCo's full API. |
| |
|
| | An example project using MuJoCo's Unity plugin in a set of introductory tutorials are also available as a `standalone |
| | repository <https://github.com/Balint-H/mj-unity-tutorial>`__. |
| |
|
| | .. _UInstallation: |
| |
|
| | Installation instructions |
| | |
| |
|
| | The `plug-in directory <https://github.com/google-deepmind/mujoco/tree/main/unity>`__ includes a |
| | ``package.json`` file. Unity's package manager recognizes this file and will import the plug-in's C# codebase to your |
| | project. In addition, Unity also needs the native MuJoCo library, which can be found in the corresponding `platform |
| | archive <https://github.com/google-deepmind/mujoco/releases>`__. If you wish to simply use the plug-in and not |
| | develop it, you should use one of the version-specific stable commits of the repository, identified by git tags. Check |
| | out the relevant version of the cloned repository with git (``git checkout 3.X.Y`` where X and Y specify the engine |
| | version). Simply using the ``main`` branch of the repository may not be compatible with the most recent release binary |
| | of MuJoCo. |
| |
|
| | On Unity version 2020.2 and later, the Package Manager will look for the native library file and copy it to the package |
| | directory when the package is imported. Alternatively, you can manually copy the native library to the package directory |
| | and rename it, see platform-specific instructions below. The library can also be copied into any location under your |
| | project's Assets directory. |
| |
|
| | MacOS |
| | _____ |
| |
|
| | The MuJoCo app needs to be run at least once before the native library can be used, in order to register the library as |
| | a trusted binary. Then, copy the dynamic library file from |
| | ``/Applications/MuJoCo.app/Contents/Frameworks/mujoco.framework/Versions/Current/libmujoco.3.3.5.dylib`` (it can be |
| | found by browsing the contents of ``MuJoCo.app``) and rename it as ``mujoco.dylib``. |
| |
|
| | Linux |
| | _____ |
| |
|
| | Expand the ``tar.gz`` archive to ``~/.mujoco``. Then copy the dynamic library from |
| | ``~/.mujoco/mujoco-3.3.5/lib/libmujoco.so.3.3.5`` and rename it as ``libmujoco.so``. |
| |
|
| | Windows |
| | _______ |
| |
|
| | Expand the ``zip`` archive to a directory called ``MuJoCo`` in your user directory, and copy the file |
| | ``MuJoCo\bin\mujoco.dll``. |
| |
|
| | .. _UUsing: |
| |
|
| | Using the plug-in |
| | |
| |
|
| | .. _UImporter: |
| |
|
| | Importer |
| | ________ |
| |
|
| | The importer is invoked from the Editor's *Asset* menu: click on "Import MuJoCo Scene" and select the XML file with your |
| | model's MJCF specification. |
| |
|
| | Context menus |
| | _____________ |
| |
|
| | - Right-clicking a geom component offers two options: |
| |
|
| | - "Add mesh renderer" adds components to the same game object that render the geom: a standard ``MeshRenderer`` and a |
| | ``MjMeshFilter`` that creates a procedural mesh that is recreated when the geom shape properties change. |
| | - "Convert to free object" adds two new game objects: a parent with an ``MjBody`` component and a sibling with an |
| | ``MjFreeJoint`` component. This allows the previously static geom to move about freely in the scene. This action |
| | only applies to "world" geoms |
| |
|
| | - Right-clicking a Unity Collider offers the option to "Add a matching MuJoCo geom" to the same game object. Note that |
| | this does not comprise a complete conversion of the physics |
| | still need to be recreated manually. |
| |
|
| | Mouse spring |
| | ____________ |
| |
|
| | When the selected game object has an ``MjBody`` component, spring forces can be applied to this body towards the mouse |
| | cursor through a control-left-drag action in the Scene view. The 3D position of the spring force origin is found by |
| | projecting the mouse position on a plane defined by the camera X direction and the world Y direction. Adding the shift |
| | key changes the projection plane to be parallel to the world's X and Z axes. |
| |
|
| | .. _UTips: |
| |
|
| | Tips to Unity users |
| | ___________________ |
| |
|
| | - If any compilation or runtime errors are encountered, the state of the system is undefined. Therefore, we recommend |
| | turning on “Error Pause” in the console window. |
| | - In PhysX, every `Rigidbody` is a “free body”. In contrast, MuJoCo requires explicit specification of joints for |
| | mobility. For convenience, we provide a context menu for “freeing” a world geom (i.e., an ``MjGeom`` component without |
| | any ``MjBody`` ancestor) by adding a parent ``MjBody`` and a sibling ``MjFreeJoint``. |
| | - The plug-in doesn’t support collision detection without physical presence, so there is no built-in notion of trigger |
| | colliders. The presence or absence of a contact force can be read by adding a touch sensor and reading its |
| | ``SensorReading`` value (which will correspond to the normal force, see `touch sensor documentation <sensor-touch>`). |
| |
|
| | .. _UDesign: |
| |
|
| | Design principles |
| | |
| |
|
| | The plug-in design provides a one-to-one mapping between MJCF elements and Unity components. In order to simulate a |
| | Unity scene (e.g., when the user hits the “play” button in the Editor) using MuJoCo, the plug-in: |
| |
|
| | 1. Scans the GameObject hierarchy in the scene for MuJoCo components. |
| | 2. Creates an MJCF description and passes it to MuJoCo’s compiler. |
| | 3. Binds every component to the MuJoCo runtime via the corresponding index in MuJoCo’s data structures. This index is |
| | used for updating Unity’s transforms during simulation. |
| |
|
| | This design principle has several implications: |
| |
|
| | - Most fields of the Unity components correspond directly to MJCF attributes. Therefore, the user can refer to the |
| | MuJoCo documentation for details on the semantics of different values. |
| | - The layout of MuJoCo components in the GameObject hierarchy determines the layout of the resulting MuJoCo model. |
| | Therefore, we adopt a design rule that **every game object must have at most one MuJoCo component**. |
| | - We rely on Unity for spatial configuration, which requires vector components to be `swizzled |
| | <https://en.wikipedia.org/wiki/Swizzling_(computer_graphics)>`__ since Unity uses left-handed frames with Y as the |
| | vertical axis, while MuJoCo uses right-handed frames with Z as the vertical axis. |
| | - Unity transform scaling affects positions, orientations, and scale of the entire game object subtree. However, MuJoCo |
| | doesn’t support collision of skewed cylinders and capsules (skewed spheres are supported via the ellipsoid primitive). |
| | The gizmo for geoms and sites ignores this skew (similarly to PhysX colliders), and will always show the primitive |
| | shape as it will appear to the physics. |
| | - During runtime, changing values of component fields will not trigger scene recreation, so it will have no immediate |
| | effect on the physics. However, the new values will be loaded upon the next scene recreation. |
| |
|
| | Wherever possible, we do things the Unity Way: gravity is read from Unity’s physics settings, and the simulation step is |
| | read from Unity’s Time Manager’s `Fixed Timestep`. All aspects of appearance (e.g., meshes, materials, and textures) |
| | are handled by Unity’s Asset Manager, and RGBA specifications are done using material assets. |
| |
|
| | .. _UNotes: |
| |
|
| | Implementation notes |
| | |
| |
|
| | Importer workflow |
| | _________________ |
| |
|
| | When the user selects an MJCF file, the importer first loads |
| | the file in MuJoCo, saves it to a temporary location, and then processes the generated saved file. This has several |
| | effects: |
| |
|
| | - It validates the MJCF - we are guaranteed that the saved MJCF matches the :ref:`schema <CSchema>`. |
| | - It validates the assets (materials, meshes, textures) and imports these assets into Unity, as well as creating new |
| | material assets for geom RGBA specification. |
| | - It allows the importer to handle :ref:`\<include\> <include>` elements without replicating MuJoCo’s file-system |
| | workflow. |
| |
|
| | In Unity, there is no equivalent to MJCF’s “cascading” :ref:`\<default\> <default>` clauses. Therefore, components in |
| | Unity reflect the corresponding elements’ state after applying all the relevant default classes, and the class structure |
| | in the original MJCF is discarded. |
| |
|
| | The MuJoCo Scene |
| | ________________ |
| |
|
| | When a MuJoCo scene is created, the ``MjScene`` component first scans the scene for all instances of ``MjComponent``. |
| | Each component creates its own MJCF element using Unity scene’s spatial structure to describe the model’s initial |
| | reference pose (called ``qpos0`` in MuJoCo). ``MjScene`` combines these XML elements according to the hierarchy of the |
| | respective game objects and creates a single MJCF description of the physics model. It then creates the runtime structs |
| | ``mjModel`` and ``mjData``, and binds each component to the runtime by identifying its unique index. |
| |
|
| | During runtime, ``MjScene.FixedUpdate()`` calls :ref:`mj_step`, and then synchronizes the state of each game object |
| | according to the index ``MjComponent.MujocoId`` identified at binding time. An ``MjScene`` component is added |
| | automatically when the application starts (e.g., when the user hits “play”) if and only if the scene includes any MuJoCo |
| | components. If your application’s initialization phase involves ticking the physics while adding game objects and |
| | components, you can call ``MjScene.CreateScene()`` when the initialization phase is over. |
| |
|
| | Scene recreation maintains continuity of physics and state in the following way: |
| |
|
| | 1. The position and velocity of joints are cached. |
| | 2. MuJoCo’s state is reset (to ``qpos0``) and Unity transforms are synchronized. |
| | 3. A new XML is generated, creating a model that has the same ``qpos0`` as the previous one for the joints that |
| | persisted. |
| | 4. The MuJoCo state (for the joints that persisted) is set from the cache, and Unity transforms are synchronized. |
| |
|
| | MuJoCo has functionality for dynamic scene editing (through :ref:`mjSpec`), however, this is not yet |
| | supported in the Unity plugin. Therefore, adding and removing MuJoCo components causes complete scene recreation. This |
| | can be expensive for large models or if it happens frequently. We intend to lift this performance limitation to be in a |
| | future versions of the plugin. |
| |
|
| | Global Settings |
| | _______________ |
| |
|
| | An exception to the one-element-per-one-component is the Global Settings component. This component is responsible for |
| | all the configuration options that are included in the fixed-size, singleton, global elements of MJCF. Currently it |
| | holds information that corresponds to the :ref:`\<option\> <option>` and :ref:`\<size\> <size>` elements, and in the |
| | future it will also be used for the :ref:`\<compiler\> <compiler>` element, if/when fields there will be relevant to the |
| | Unity plug-in. |
| |
|
| | Invoking the importer at application runtime |
| | ____________________________________________ |
| |
|
| | The importer is implemented by the class ``MjImporterWithAssets``, which is a subclass of ``MjcfImporter``. This parent |
| | class takes an MJCF string and generates the hierarchy of components. It can be invoked at play-time (it doesn’t |
| | involve Editor functionality), and it doesn’t invoke any functions of the MuJoCo library. This is useful when MuJoCo |
| | models are generated procedurally (e.g., by some evolutionary process) and/or when an MJCF is imported only to be |
| | converted (e.g., to PhysX, or URDF). Since it cannot interact with Unity’s ``AssetManager`` (which is a feature of the |
| | Editor), this class’s functionality is restricted. Specifically: |
| |
|
| | - It ignores all assets (including collision meshes). |
| | - It ignores visuals (including RGBA specifications). |
| |
|
| | MuJoCo sensor components |
| | ________________________ |
| |
|
| | MuJoCo defines many sensors, and we were concerned that creating a separate ``MjComponent`` class for each would lead to |
| | a lot of code duplication. Therefore, we created classes according to the type of object (actuator / body / geom / |
| | joint / site) whose properties are measured, and the type (scalar / vector / quaternion) of the measured data. |
| |
|
| | Here’s a table that maps types to sensors: |
| |
|
| | + |
| | | **Mujoco Object Type** | **Data Type** | **Sensor Name** | |
| | + |
| | | Actuator | Scalar | - ``actuatorpos`` | |
| | | | | - ``actuatorvel`` | |
| | | | | - ``actuatorfrc`` | |
| | + |
| | | Body | Vector | - ``subtreecom`` | |
| | | | | - ``subtreelinvel`` | |
| | | | | - ``subtreeangmom`` | |
| | | | | - ``framepos`` | |
| | | | | - ``framexaxis`` | |
| | | | | - ``frameyaxis`` | |
| | | | | - ``framezaxis`` | |
| | | | | - ``framelinvel`` | |
| | | | | - ``frameangvel`` | |
| | | | | - ``framelinacc`` | |
| | | | | - ``frameangacc`` | |
| | + |
| | | Body | Quaternion | - ``framequat`` | |
| | + |
| | | Geom | Vector | - ``framepos`` | |
| | | | | - ``framexaxis`` | |
| | | | | - ``frameyaxis`` | |
| | | | | - ``framezaxis`` | |
| | | | | - ``framelinvel`` | |
| | | | | - ``frameangvel`` | |
| | | | | - ``framelinacc`` | |
| | | | | - ``frameangacc`` | |
| | + |
| | | Geom | Quaternion | - ``framequat`` | |
| | + |
| | | Joint | Scalar | - ``jointpos`` | |
| | | | | - ``jointvel`` | |
| | | | | - ``jointlimitpos`` | |
| | | | | - ``jointlimitvel`` | |
| | | | | - ``jointlimitfrc`` | |
| | + |
| | | Site | Scalar | - ``touch`` | |
| | | | | - ``rangefinder`` | |
| | + |
| | | Site | Vector | - ``accelerometer`` | |
| | | | | - ``velocimeter`` | |
| | | | | - ``force`` | |
| | | | | - ``torque`` | |
| | | | | - ``gyro`` | |
| | | | | - ``magnetometer`` | |
| | | | | - ``framepos`` | |
| | | | | - ``framexaxis`` | |
| | | | | - ``frameyaxis`` | |
| | | | | - ``framezaxis`` | |
| | | | | - ``framelinvel`` | |
| | | | | - ``frameangvel`` | |
| | | | | - ``framelinacc`` | |
| | | | | - ``frameangacc`` | |
| | + |
| | | Site | Quaternion | - ``framequat`` | |
| | + |
| |
|
| | Here’s the same table in reverse, mapping sensors to classes: |
| |
|
| | ================= =================================== |
| | Sensor Name Plugin Class |
| | ================= =================================== |
| | ``accelerometer`` SiteVector |
| | ``actuatorfrc`` ActuatorScalar |
| | ``actuatorpos`` ActuatorScalar |
| | ``actuatorvel`` ActuatorScalar |
| | ``force`` SiteVector |
| | ``frameangacc`` \*Vector (depends on frame type) |
| | ``frameangvel`` \*Vector (depends on frame type) |
| | ``framelinacc`` \*Vector (depends on frame type) |
| | ``framelinvel`` \*Vector (depends on frame type) |
| | ``framepos`` \*Vector (depends on frame type) |
| | ``framequat`` \*Quaternion (depends on frame type) |
| | ``framexaxis`` \*Vector (depends on frame type) |
| | ``frameyaxis`` \*Vector (depends on frame type) |
| | ``framezaxis`` \*Vector (depends on frame type) |
| | ``gyro`` SiteVector |
| | ``jointlimitfrc`` JointScalar |
| | ``jointlimitpos`` JointScalar |
| | ``jointlimitvel`` JointScalar |
| | ``jointpos`` JointScalar |
| | ``jointvel`` JointScalar |
| | ``magnetometer`` SiteVector |
| | ``subtreeangmom`` BodyVector |
| | ``subtreecom`` BodyVector |
| | ``subtreelinvel`` BodyVector |
| | ``torque`` SiteVector |
| | ``touch`` SiteScalar |
| | ``velocimeter`` SiteVector |
| | ================= =================================== |
| |
|
| | The following sensors are not yet implemented: |
| |
|
| | | ``tendonpos`` |
| | | ``tendonvel`` |
| | | ``ballquat`` |
| | | ``ballangvel`` |
| | | ``tendonlimitpos`` |
| | | ``tendonlimitvel`` |
| | | ``tendonlimitfrc`` |
| | | ``user`` |
| |
|
| | Mesh Shapes |
| | ___________ |
| |
|
| | The plug-in allows using arbitrary Unity meshes for MuJoCo collision. At model compilation, MuJoCo calls `qhull |
| | <http://www.qhull.org/>`__ to create a convex hull of the mesh, and uses that for collisions. Currently the computed |
| | convex hull is not visible in Unity, but we intend to expose it in future versions. |
| |
|
| | Height fields |
| | _____________ |
| |
|
| | MuJoCo hfields are represented in Unity through terrain gameobjects. This allows the use of the terrain editing tools |
| | available in Unity to generate shapes for collisions with MuJoCo. When selecting hfield type in the Unity geom |
| | component, the right click context menu provides utility to add the corresponding Unity terrain to the scene. The data |
| | from the terrain is dynamically kept in sync with the simulation. |
| |
|
| | MuJoCo plugins |
| | ______________ |
| |
|
| | The current version of the Unity package does not support loading MJCF scenes that use :ref:`MuJoCo plugins<exPlugin>` such as |
| | `elasticity <https://github.com/google-deepmind/mujoco/tree/main/plugin/elasticity#readme>`__ . Adding basic functionality to do this will be part of an upcoming release. |
| |
|
| | Interaction with External Processes |
| | ___________________________________ |
| |
|
| | Roboti’s `MuJoCo plug-in for Unity <https://roboti.us/download.html>`__ steps the simulation in an external Python |
| | process, and uses Unity only for rendering. In contrast, our plug-in relies on Unity to step the simulation. It should |
| | be possible to use our plug-in while an external process "drives" the simulation, for example by setting ``qpos``, |
| | calling ``mj_kinematics``, synchronizing the transforms, and then using Unity to render or compute game logic. In order |
| | to establish communication with an external process, you can use Unity's `ML-Agents |
| | <https://github.com/Unity-Technologies/ml-agents>`__ package. |
| |
|