Introduction

AgroUnity is developed for the generation of plant imagery for training of convolutional neural networks (CNN). Additionally the levels can be built to generate excecutable files to work with our future AgroSwarm simulation. <!– AgroSwarm –>

Starting

After following the installation guide, open Unity Hub and open the project. The available levels are in the scenes folder, to start the simulation in each of them press the play button on the center top.

If you do not have any experience with Unity or videogame engines, it is advised to take a look to some basic tutorials for easier appreciation of this documentation. It is always good to start with the tutorial courses available in the official pages of Unity:

There are also plenty of tutorials in youtube and Udemy, we recommend using youtube for achieving more specific goals, for example: “how to make a semi transparent shader”. General Unity tutorials can still be found in youtube for free but it is difficult sometimes to find good ones. If you would like more detailed courses, Udemy is a really good place for that but please consider that Udemy courses are paid courses.

Where to find things

From this point on, the documentation assumes that you have some basic knowledge of Unity.

AgroUnity is filled with a lot of scripts, levels and prefabs used for our experiments. In this documentation we focus on walking you through the specific assets we included for general new users. You are welcome to go over every asset included in the project but it is commonly filled with specific approaches for our experiments which we could define less formally as “messy code”.

The main levels used for demonstration are placed at the Scenes/release folder in the Project files. Check the first level **here** <level_demonstration_1>.

  • Installing and getting started with Flightmare

Many folders in this project act as imported utilities from other users to add required capabilities to the project. Thus, here we list our made folders which are relevant for new users:

  • Agriculture: Includes the prefabs that made specifically for vegetation simulation.

  • Materials: Includes some materials for general use.

  • Prefabs: Mostly includes our field experiment structures but it also includes the GeneralPrefab_Instantiation prefab which is the based used to procedurally spawn most of the fields. If additional procedural patterns are developed, they would be placed here.

  • Resources: Includes assets which need to be called dynamically during simulation.

  • Scenes: Includes the Unity scenes used for our experiments and demonstration scenes (in the release folder) to explain what can be done with this simulator.

  • Scripts: Includes all the scripts used accross the project.

  • Textures: Includes general purpose textures like noise masks.

You can continue by taking a look to our **first demonstration level** <level_demonstration_1>