Interaction with VirtualHome
You interact with VirtualHome by communicating with a Unity executable via Python commands. All communication happens with the class unity_simulator.UnityCommunication. We provide here the API of the class, with all the functions to interact with the simulator.
- class unity_simulator.UnityCommunication(url='127.0.0.1', port='8080', file_name=None, x_display=None, no_graphics=False, logging=True, timeout_wait=30, docker_enabled=False)[source]
Class to communicate with the Unity simulator and generate videos or agent behaviors
- Parameters
url (str) – which url to use to communicate
port (str) – which port to use to communicate
file_name (str) – location of the Unity executable. If provided, it will open the executable, if None, it wil assume that the executable is already running
x_display (str) – if using a headless server, display to use for rendering
no_graphics (bool) – whether to run the simualtor without graphics
logging (bool) – log simulator data
timeout_wait (int) – how long to wait until connection with the simulator is called unsuccessful
docker_enabled (bool) – whether the simulator is running in a docker container
- activate_physics(gravity=- 10)[source]
Activates gravity and realistic collisions in the environment
- Parameters
gravity (list) – int of gravity value experienced in the environment
- Returns
success (bool)
- add_camera(position=[0, 1, 0], rotation=[0, 0, 0], field_view=40)[source]
Add a new scene camera. The camera will be static in the scene.
- Parameters
position (list) – the position of the camera, with respect to the agent
rotation (list) – the rotation of the camera, with respect to the agent
field_view (list) – the field of view of the camera
- Returns
succes (bool)
- add_character(character_resource='Chars/Male1', position=None, initial_room='')[source]
Add a character in the scene.
- Parameters
character_resource (str) – which game object to use for the character
# :param int char_index: the index of the character you want to move :param list position: the position where you want to place the character :param str initial_room: the room where you want to put the character, if position is not specified. If this is not specified, it places character in random location
- Returns
success (bool)
- add_character_camera(position=[0, 1, 0], rotation=[0, 0, 0], name='new_camera')[source]
Add a new character camera. The camera will be added to every character you include in the scene, and it will move with the character. This must be called before adding any character.
- Parameters
position (list) – the position of the camera, with respect to the agent
rotation (list) – the rotation of the camera, with respect to the agent
- Name
the name of the camera, used for recording when calling render script
- Returns
succes (bool)
- camera_count()[source]
Returns the number of cameras in the scene, including static cameras, and cameras for each character
- Returns
pair success (bool), num_cameras (int)
- camera_data(camera_indexes)[source]
Returns camera data for cameras given in camera_indexes list
- Parameters
camera_indexes (list) – the list of cameras to return, can go from 0 to camera_count-1
- Returns
pair success (bool), cam_data: (list): for every camera, the matrices with the camera parameters
- camera_image(camera_indexes, mode='normal', image_width=640, image_height=480)[source]
Returns a list of renderings of cameras given in camera_indexes.
- Parameters
camera_indexes (list) – the list of cameras to return, can go from 0 to camera_count-1
mode (str) – what kind of camera rendering to return. Possible modes are: “normal”, “seg_inst”, “seg_class”, “depth”, “flow”, “albedo”, “illumination”, “surf_normals”
image_width (int) – width of the returned images
image_height (int) – height of the returned iamges
- Returns
pair success (bool), images: (list) a list of images according to the camera rendering mode
- character_cameras()[source]
Returns the number of cameras in the scene
- Returns
pair success (bool), camera_names: (list): the names of the cameras defined fo the characters
- environment_graph()[source]
Returns environment graph, at the current state
- Returns
pair success (bool), graph: (dictionary)
- expand_scene(new_graph, randomize=False, random_seed=- 1, animate_character=False, ignore_placing_obstacles=False, prefabs_map=None, transfer_transform=True)[source]
Expands scene with the given graph. Given a starting scene without characters, it updates the scene according to new_graph, which contains a modified description of the scene. Can be used to add, move, or remove objects or change their state or size.
- Parameters
new_graph (dict) – a dictionary corresponding to the new graph of the form {‘nodes’: …, ‘edges’: …}
randomize (int bool) – a boolean indicating if the new positioni/types of objects should be random
random_seed (int) – seed to use for randomize. random_seed < 0 means that seed is not set
animate_character (bool) – boolean indicating if the added character should be frozen or not.
ignore_placing_obstacles (bool) – when adding new objects, if the transform is not specified, whether to consider if it collides with existing objects
prefabs_map (dict) – dictionary to specify which Unity game objects should be used when creating new objects
transfer_transform (bool) – boolean indicating if we should set the exact position of new added objects or not
- Returns
pair success (bool), message: (str)
- fast_reset(environment=None)[source]
Fast scene. Deletes characters and scene changes
- Returns
success (bool)
- get_visible_objects(camera_index)[source]
Obtain visible objects according to a given camera
- Parameters
camera_index (int) – the camera for which you want to check the objects. Between 0 and camera_count-1
- Returns
pair success (bool), msg: the object indices visible according to the camera
- instance_colors()[source]
Return a mapping from rgb colors, shown on seg_inst to object id, specified in the environment graph.
- Returns
pair success (bool), mapping: (dictionary)
- move_character(char_index, pos)[source]
Move the character char_index to a new position
- Parameters
char_index (int) – the index of the character you want to move
pos (list) – the position where you want to place the character
- Returns
succes (bool)
- procedural_generation(seed=None)[source]
Generates new environments through procedural generation logic.
- Parameters
seed (int) – integer corresponding to the seed given during generation
- Returns
success (bool), seed: (integer)
- render_script(script, randomize_execution=False, random_seed=- 1, processing_time_limit=10, skip_execution=False, find_solution=False, output_folder='Output/', file_name_prefix='script', frame_rate=5, image_synthesis=['normal'], save_pose_data=False, image_width=640, image_height=480, recording=False, save_scene_states=False, camera_mode=['AUTO'], time_scale=1.0, skip_animation=False)[source]
Executes a script in the simulator. The script can be single or multi agent, and can be used to generate a video, or just to change the state of the environment
- Parameters
script (list) – a list of script lines, of the form [‘<char{id}> [{Action}] <{object_name}> ({object_id})’]
randomize_execution (bool) – randomly choose elements
random_seed (int) – random seed to use when randomizing execution, -1 means that the seed is not set
find_solution (bool) – find solution (True) or use graph ids to determine object instances (False)
processing_time_limit (int) – time limit for finding a solution in seconds
skip_execution (int) – skip rendering, only check if a solution exists
output_folder (str) – folder to output renderings
file_name_prefix (str) – prefix of created files
frame_rate (int) – frame rate at which to generate the video
image_synthesis (list) – what information to save. Can be multiple at the same time. Modes are: “normal”, “seg_inst”, “seg_class”, “depth”, “flow”, “albedo”, “illumination”, “surf_normals”. Leave empty if you don’t want to generate anythign
save_pose_data (bool) – save pose data, a skeleton for every agent and frame
image_width (int) – image_height for the generated frames
image_height (int) – image_height for the generated frames
recording (bool) – whether to record data with cameras
save_scene_states (bool) – save scene states (this will be unused soon)
camera_mode (list) – list with cameras used to render data. Can be a str(i) with i being a scene camera index or one of the cameras from character_cameras
time_scale (int) – accelerate time at which actions happen
skip_animation (bool) – whether agent should teleport/do actions without animation (True), or perform the animations (False)
- Returns
pair success (bool), message: (str)
- reset(environment=None)[source]
Reset scene. Deletes characters and scene changes, and loads the scene in scene_index
- Parameters
environment (int) – integer between 0 and 49, corresponding to the apartment we want to load
- Returns
succes (bool)
- set_time(hours=0, minutes=0, seconds=0)[source]
Set the time in the environment
- Parameters
hours (int) – hours in 24-hour time
minutes (int) – minutes in 24-hour time
seconds (int) – seconds in 24-hour time
scaler (int) – scaler is a multipler that increase/decreases time step
- Returns
success (bool)
- update_camera(camera_index, position=[0, 1, 0], rotation=[0, 0, 0], field_view=40)[source]
Updates an existing camera, identified by index. :param int camera_index: the index of the camera you want to update :param list position: the position of the camera, with respect to the agent :param list rotation: the rotation of the camera, with respect to the agent :param list field_view: the field of view of the camera
- Returns
succes (bool)
- update_character_camera(position=[0, 1, 0], rotation=[0, 0, 0], name='PERSON_FRONT')[source]
Update character camera specified by name. This must be called before adding any character.
- Parameters
position (list) – the position of the camera, with respect to the agent
rotation (list) – the rotation of the camera, with respect to the agent
- Name
the name of the camera, used for recording when calling render script
- Returns
succes (bool)