From ed1f9b19fd261de0f4e9206f30e7422742c6b0cb Mon Sep 17 00:00:00 2001 From: Chris Elion Date: Wed, 18 Mar 2020 18:32:18 -0700 Subject: [PATCH] Clarify normalization for vectors --- docs/Learning-Environment-Design-Agents.md | 1 + 1 file changed, 1 insertion(+) 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: