You can create your own side channel in C# and Python and use it to communicate
custom data structures between the two. This can be useful for situations in
which the data to be sent is too complex or structured for the built-in
EnvironmentParameters
, or is not related to any specific agent, and therefore
inappropriate as an agent observation.
In order to use a side channel, it must be implemented as both Unity and Python classes.
The side channel will have to implement the SideChannel
abstract class and the
following method.
OnMessageReceived(IncomingMessage msg)
: You must implement this method and read the data from IncomingMessage. The data must be read in the order that it was written.
The side channel must also assign a ChannelId
property in the constructor. The
ChannelId
is a Guid (or UUID in Python) used to uniquely identify a side
channel. This Guid must be the same on C# and Python. There can only be one side
channel of a certain id during communication.
To send data from C# to Python, create an OutgoingMessage
instance, add data
to it, call the base.QueueMessageToSend(msg)
method inside the side channel,
and call the OutgoingMessage.Dispose()
method.
To register a side channel on the Unity side, call
SideChannelManager.RegisterSideChannel
with the side channel as only argument.
The side channel will have to implement the SideChannel
abstract class. You
must implement :
on_message_received(self, msg: "IncomingMessage") -> None
: You must implement this method and read the data from IncomingMessage. The data must be read in the order that it was written.
The side channel must also assign a channel_id
property in the constructor.
The channel_id
is a UUID (referred in C# as Guid) used to uniquely identify a
side channel. This number must be the same on C# and Python. There can only be
one side channel of a certain id during communication.
To assign the channel_id
call the abstract class constructor with the
appropriate channel_id
as follows:
super().__init__(my_channel_id)
To send a byte array from Python to C#, create an OutgoingMessage
instance,
add data to it, and call the super().queue_message_to_send(msg)
method inside
the side channel.
To register a side channel on the Python side, pass the side channel as argument
when creating the UnityEnvironment
object. One of the arguments of the
constructor (side_channels
) is a list of side channels.
Below is a simple implementation of a side channel that will exchange ASCII encoded strings between a Unity environment and Python.
The first step is to create the StringLogSideChannel
class within the Unity
project. Here is an implementation of a StringLogSideChannel
that will listen
for messages from python and print them to the Unity debug log, as well as send
error messages from Unity to python.
using UnityEngine;
using Unity.MLAgents;
using Unity.MLAgents.SideChannels;
using System.Text;
using System;
public class StringLogSideChannel : SideChannel
{
public StringLogSideChannel()
{
ChannelId = new Guid("621f0a70-4f87-11ea-a6bf-784f4387d1f7");
}
protected override void OnMessageReceived(IncomingMessage msg)
{
var receivedString = msg.ReadString();
Debug.Log("From Python : " + receivedString);
}
public void SendDebugStatementToPython(string logString, string stackTrace, LogType type)
{
if (type == LogType.Error)
{
var stringToSend = type.ToString() + ": " + logString + "\n" + stackTrace;
using (var msgOut = new OutgoingMessage())
{
msgOut.WriteString(stringToSend);
QueueMessageToSend(msgOut);
}
}
}
}
Once we have defined our custom side channel class, we need to ensure that it is instantiated and registered. This can typically be done wherever the logic of the side channel makes sense to be associated, for example on a MonoBehaviour object that might need to access data from the side channel. Here we show a simple MonoBehaviour object which instantiates and registers the new side channel. If you have not done it already, make sure that the MonoBehaviour which registers the side channel is attached to a GameObject which will be live in your Unity scene.
using UnityEngine;
using Unity.MLAgents;
public class RegisterStringLogSideChannel : MonoBehaviour
{
StringLogSideChannel stringChannel;
public void Awake()
{
// We create the Side Channel
stringChannel = new StringLogSideChannel();
// When a Debug.Log message is created, we send it to the stringChannel
Application.logMessageReceived += stringChannel.SendDebugStatementToPython;
// The channel must be registered with the SideChannelManager class
SideChannelManager.RegisterSideChannel(stringChannel);
}
public void OnDestroy()
{
// De-register the Debug.Log callback
Application.logMessageReceived -= stringChannel.SendDebugStatementToPython;
if (Academy.IsInitialized){
SideChannelManager.UnregisterSideChannel(stringChannel);
}
}
public void Update()
{
// Optional : If the space bar is pressed, raise an error !
if (Input.GetKeyDown(KeyCode.Space))
{
Debug.LogError("This is a fake error. Space bar was pressed in Unity.");
}
}
}
Now that we have created the necessary Unity C# classes, we can create their Python counterparts.
from mlagents_envs.environment import UnityEnvironment
from mlagents_envs.side_channel.side_channel import (
SideChannel,
IncomingMessage,
OutgoingMessage,
)
import numpy as np
import uuid
# Create the StringLogChannel class
class StringLogChannel(SideChannel):
def __init__(self) -> None:
super().__init__(uuid.UUID("621f0a70-4f87-11ea-a6bf-784f4387d1f7"))
def on_message_received(self, msg: IncomingMessage) -> None:
"""
Note: We must implement this method of the SideChannel interface to
receive messages from Unity
"""
# We simply read a string from the message and print it.
print(msg.read_string())
def send_string(self, data: str) -> None:
# Add the string to an OutgoingMessage
msg = OutgoingMessage()
msg.write_string(data)
# We call this method to queue the data we want to send
super().queue_message_to_send(msg)
We can then instantiate the new side channel, launch a UnityEnvironment
with
that side channel active, and send a series of messages to the Unity environment
from Python using it.
# Create the channel
string_log = StringLogChannel()
# We start the communication with the Unity Editor and pass the string_log side channel as input
env = UnityEnvironment(side_channels=[string_log])
env.reset()
string_log.send_string("The environment was reset")
group_name = list(env.behavior_specs.keys())[0] # Get the first group_name
group_spec = env.behavior_specs[group_name]
for i in range(1000):
decision_steps, terminal_steps = env.get_steps(group_name)
# We send data to Unity : A string with the number of Agent at each
string_log.send_string(
f"Step {i} occurred with {len(decision_steps)} deciding agents and "
f"{len(terminal_steps)} terminal agents"
)
env.step() # Move the simulation forward
env.close()
Now, if you run this script and press Play
the Unity Editor when prompted, the
console in the Unity Editor will display a message at every Python step.
Additionally, if you press the Space Bar in the Unity Engine, a message will
appear in the terminal.