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more xml doc fixes
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Aurimas Petrovas committed Sep 11, 2024
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4 changes: 0 additions & 4 deletions com.unity.ml-agents.extensions/CHANGELOG.md
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@@ -1,6 +1,2 @@
# Changelog
This changelog isn't used; please add to the `com.unity.ml-agents` changelog instead.

## [Unreleased]
## [0.6.1-preview] - 2022-11-21
* Initial version
25 changes: 13 additions & 12 deletions com.unity.ml-agents/Runtime/Agent.cs
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Expand Up @@ -135,15 +135,15 @@ public override BuiltInActuatorType GetBuiltInActuatorType()
/// component attached to the agent's [GameObject]. The <see cref="BehaviorType"/> setting
/// determines how decisions are made:
///
/// * <see cref="BehaviorType.Default"/>: decisions are made by the external process,
/// when connected. Otherwise, decisions are made using inference. If no inference model
/// is specified in the BehaviorParameters component, then heuristic decision
/// making is used.
/// * <see cref="BehaviorType.InferenceOnly"/>: decisions are always made using the trained
/// model specified in the <see cref="BehaviorParameters"/> component.
/// * <see cref="BehaviorType.HeuristicOnly"/>: when a decision is needed, the agent's
/// <see cref="Heuristic(in ActionBuffers)"/> function is called. Your implementation is responsible for
/// providing the appropriate action.
/// <see cref="BehaviorType.Default"/>: decisions are made by the external process,
/// when connected. Otherwise, decisions are made using inference. If no inference model
/// is specified in the BehaviorParameters component, then heuristic decision
/// making is used.
/// <see cref="BehaviorType.InferenceOnly"/>: decisions are always made using the trained
/// model specified in the <see cref="BehaviorParameters"/> component.
/// <see cref="BehaviorType.HeuristicOnly"/>: when a decision is needed, the agent's
/// <see cref="Heuristic(in ActionBuffers)"/> function is called. Your implementation is responsible for
/// providing the appropriate action.
///
/// To trigger an agent decision automatically, you can attach a <see cref="DecisionRequester"/>
/// component to the Agent game object. You can also call the agent's <see cref="RequestDecision"/>
Expand Down Expand Up @@ -956,6 +956,8 @@ public virtual void Initialize() { }
/// [Input Manager] for more information about the built-in Unity input functions.
/// You can also use the [Input System package], which provides a more flexible and
/// configurable input system.
/// [Input Manager]: https://docs.unity3d.com/Manual/class-InputManager.html
/// [Input System package]: https://docs.unity3d.com/Packages/[email protected]/manual/index.html
/// </para>
/// <code>
/// public override void Heuristic(in ActionBuffers actionsOut)
Expand All @@ -966,8 +968,6 @@ public virtual void Initialize() { }
/// continuousActionsOut[2] = Input.GetAxis("Vertical");
/// }
/// </code>
/// [Input Manager]: https://docs.unity3d.com/Manual/class-InputManager.html
/// [Input System package]: https://docs.unity3d.com/Packages/[email protected]/manual/index.html
/// </example>
/// <param name="actionsOut">The <see cref="ActionBuffers"/> which contain the continuous and
/// discrete action buffers to write to.</param>
Expand Down Expand Up @@ -1289,7 +1289,7 @@ public virtual void WriteDiscreteActionMask(IDiscreteActionMask actionMask) { }
/// 3 = Move one space up
/// 4 = Move one space down
/// </code>
///
/// <para>
/// When making a decision, the agent picks one of the five actions and puts the
/// corresponding integer value in the ActionBuffers.DiscreteActions array. For example, if the agent
/// decided to move left, the ActionBuffers.DiscreteActions parameter would be an array with
Expand All @@ -1313,6 +1313,7 @@ public virtual void WriteDiscreteActionMask(IDiscreteActionMask actionMask) { }
/// For more information about implementing agent actions see [Agents - Actions].
///
/// [Agents - Actions]: https://github.com/Unity-Technologies/ml-agents/blob/release_21_docs/docs/Learning-Environment-Design-Agents.md#actions
/// </para>
/// </remarks>
/// <param name="actions">
/// Struct containing the buffers of actions to be executed at this step.
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3 changes: 1 addition & 2 deletions com.unity.ml-agents/Runtime/Communicator/ICommunicator.cs
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Expand Up @@ -90,6 +90,7 @@ internal struct UnityRLInputParameters
/// <param name="inputParams"></param>
internal delegate void RLInputReceivedHandler(UnityRLInputParameters inputParams);

/// <summary>
/**
This is the interface of the Communicators.
This does not need to be modified nor implemented to create a Unity environment.
Expand Down Expand Up @@ -126,8 +127,6 @@ Since the messages are sent back and forth with exchange and simultaneously when
UnityOutput and UnityInput can be extended to provide functionalities beyond RL
UnityRLOutput and UnityRLInput can be extended to provide new RL functionalities
*/
/// <summary>
/// Interface of the Communicators
/// </summary>
public interface ICommunicator : IDisposable
{
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2 changes: 1 addition & 1 deletion com.unity.ml-agents/Runtime/Sensors/RenderTextureSensor.cs
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Expand Up @@ -33,7 +33,7 @@ public SensorCompressionType CompressionType
/// <param name="grayscale">Whether to convert it to grayscale or not.</param>
/// <param name="name">Name of the sensor.</param>
/// <param name="compressionType">Compression method for the render texture.</param>
/// [GameObject]: https://docs.unity3d.com/Manual/GameObjects.html
// [GameObject]: https://docs.unity3d.com/Manual/GameObjects.html
public RenderTextureSensor(
RenderTexture renderTexture, bool grayscale, string name, SensorCompressionType compressionType)
{
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