If you haven't switched your scripting runtime version from .NET 3.5 to .NET 4.6 or .NET 4.x, you will see such error message:
error CS1061: Type `System.Text.StringBuilder' does not contain a definition for `Clear' and no extension method `Clear' of type `System.Text.StringBuilder' could be found. Are you missing an assembly reference?
This is because .NET 3.5 doesn't support method Clear() for StringBuilder, refer to Setting Up The ML-Agents Toolkit Within Unity for solution.
If you have already imported the TensorFlowSharp plugin, but haven't set ENABLE_TENSORFLOW flag for your scripting define symbols, you will see the following error message:
You need to install and enable the TensorFlowSharp plugin in order to use the Internal Brain.
This error message occurs because the TensorFlowSharp plugin won't be usage without the ENABLE_TENSORFLOW flag, refer to Setting Up The ML-Agents Toolkit Within Unity for solution.
If you try to use ML-Agents in Unity versions 2017.1 - 2017.3, you might encounter an error that looks like this:
Instance of CoreBrainInternal couldn't be created. The the script
class needs to derive from ScriptableObject.
UnityEngine.ScriptableObject:CreateInstance(String)
You can fix the error by removing CoreBrain
from CoreBrainInternal.cs:16,
clicking on your Brain Gameobject to let the scene recompile all the changed
C# scripts, then adding the CoreBrain
back. Make sure your brain is in
Internal mode, your TensorFlowSharp plugin is imported and the
ENABLE_TENSORFLOW flag is set. This fix is only valid locally and unstable.
If you have a graph placeholder set in the Internal Brain inspector that is not present in the TensorFlow graph, you will see some error like this:
UnityAgentsException: One of the TensorFlow placeholder could not be found. In brain <some_brain_name>, there are no FloatingPoint placeholder named <some_placeholder_name>.
Solution: Go to all of your Brain object, find Graph placeholders
and change
its size
to 0 to remove the epsilon
placeholder.
Similarly, if you have a graph scope set in the Internal Brain inspector that is not correctly set, you will see some error like this:
UnityAgentsException: The node <Wrong_Graph_Scope>/action could not be found. Please make sure the graphScope <Wrong_Graph_Scope>/ is correct
Solution: Make sure your Graph Scope field matches the corresponding Brain object name in your Hierarchy Inspector when there are multiple Brains.
If you directly import your Unity environment without building it in the editor, you might need to give it additional permissions to execute it.
If you receive such a permission error on macOS, run:
chmod -R 755 *.app
or on Linux:
chmod -R 755 *.x86_64
On Windows, you can find instructions.
If you are able to launch the environment from UnityEnvironment
but then
receive a timeout error, there may be a number of possible causes.
- Cause: There may be no Brains in your environment which are set to
External
. In this case, the environment will not attempt to communicate with python. Solution: Set the Brains(s) you wish to externally control through the Python API toExternal
from the Unity Editor, and rebuild the environment. - Cause: On OSX, the firewall may be preventing communication with the environment. Solution: Add the built environment binary to the list of exceptions on the firewall by following instructions.
- Cause: An error happened in the Unity Environment preventing communication. Solution: Look into the log files generated by the Unity Environment to figure what error happened.
If you receive an exception "Couldn't launch new environment because communication port {} is still in use. "
, you can change the worker number in
the Python script when calling
UnityEnvironment(file_name=filename, worker_id=X)
If you receive a message Mean reward : nan
when attempting to train a model
using PPO, this is due to the episodes of the Learning Environment not
terminating. In order to address this, set Max Steps
for either the Academy or
Agents within the Scene Inspector to a value greater than 0. Alternatively, it
is possible to manually set done
conditions for episodes from within scripts
for custom episode-terminating events.