diff --git a/docs/Learning-Environment-Design-Agents.md b/docs/Learning-Environment-Design-Agents.md index 1551c4b458..f64e7cdfec 100644 --- a/docs/Learning-Environment-Design-Agents.md +++ b/docs/Learning-Environment-Design-Agents.md @@ -160,6 +160,7 @@ To normalize a value to [0, 1], you can use the following formula: ```csharp normalizedValue = (currentValue - minValue)/(maxValue - minValue) ``` +:warning: For vectors, you should apply the above formula to each component (x, y, and z). Note that this is *not* the same as using the `Vector3.normalized` property or `Vector3.Normalize()` method in Unity (and similar for `Vector2`). Rotations and angles should also be normalized. For angles between 0 and 360 degrees, you can use the following formulas: