Balint-H
Balint-H
Cool model! A potential approach that could work well is using a single ball joint instead. Setting up actuators for ball joints is sometimes tricky, but in this case they...
An Important thing I wanted to also mention about the ball joint approach, is that it also permits rotations in the direction normal to the wheel surfaces, which would not...
Hello, the Unity package hasn't really supported composite bodies and the elasticity plugin so far, but would be a very good addition. @erez-tom have you loaded any of the mujoco...
Heya, It's not strictly necessary to build from source to test it. As it was originally merged when the plugin was at 3.1.3 state, you can use the plugin from...
In the current implementation, we are checking in the "Plugins" folder that should be in the mujoco/unity/Runtime. (I believe you may need to create it. I left it empty on...
Can you tell me what kind of scene are you trying to load? That way when I try implementing plugin loading I can target that specifically.
https://github.com/google-deepmind/mujoco/assets/41113387/1426e6c8-9f1a-47ea-ae8b-81f89892c731 Okay that could definitely work even with the current state of the partial plugin support. The only issue is the rendering, but I've been experimenting with mapping composite bodies...
Yes, you can, just like in regular MuJoCo. It's as simple as copy-pasting the humanoid in the hierarchy window. Alternatively you can import a scene with multiple humanoids already. Similarly...
Hello! Thanks for the contribution. Have you tested it with projects of the built-in and SRP renderers?
There are also some small editing nitpicks (indent size in lines 32-46). If you can make these adjustments and test it with the other pipelines we can merge it, otherwise...