edbeeching / godot_rl_agents

An Open Source package that allows video game creators, AI researchers and hobbyists the opportunity to learn complex behaviors for their Non Player Characters or agents
MIT License
909 stars 64 forks source link

Plug-in Install through Godot 4.3 asset library #200

Closed ra9hur closed 5 days ago

ra9hur commented 1 week ago

This is on Godot 4.3 stable version.

As per instruction in the link: https://github.com/edbeeching/godot_rl_agents/blob/main/docs/CUSTOM_ENV.md

I am trying to install the plug-in through asset library. Searching for "RL" and godot-rl-agent does not get listed in the search results.

Attaching the snapshot of the search results for your reference, if that helps.

Sure, I am missing something very trivial. Pl help.

image

Ivan-267 commented 1 week ago

Hello,

Please try installing the mono/.net version from https://godotengine.org/download/windows/, I just tried searching godot rl and rl with 4.3.stable.mono and it shows up for me on Windows.

If it still doesn't show up, an alternative way to install is to get the plugin repository (https://github.com/edbeeching/godot_rl_agents_plugin) and copy the files manually (addons folder would go inside the godot project folder: godot_project/addons/godot_rl_agents). After this, enable the plugin in Project settings > Plugins in Godot editor.

ra9hur commented 1 week ago

Thanks for the quick response.

I missed mentioning that I have been using Ubuntu 22.04. So, alternative way to install through the plugin repository (https://github.com/edbeeching/godot_rl_agents_plugin) should be applicable.

Will try and revert for any questions.

Ivan-267 commented 1 week ago

Alternative install should work, but hopefully installing from asset library will also work when using the .net version of Godot. I think with Ubuntu everything should work as well, although I personally didn't yet try GDRL with Linux.

Without .net, the plugin can still work for training, but the onnx inference option wouldn't work as it uses C#.

ra9hur commented 1 week ago

Based on the last line, if we have to train and perform inference, is it that Godot C# version should be the one that we should be using ? Since there is no point training on Godot gd script version and then eventually switch to .Net version for inference.

Let me try in the meantime.

Ivan-267 commented 1 week ago

Yes, it's recommended to use the .net version for full functionality (specifically onnx inference).

ra9hur commented 1 week ago

It would be good to mention this somewhere in the README so that developers can start using .NET version in the first place.
If you agree, may be keep this issue open until there is a corresponding PR.

Thanks again !!

edbeeching commented 1 week ago

hey @ra9hur , on 4.3 stable mono on linux I can see the plugin. Let me know if you still cannot find it

image

Ivan-267 commented 1 week ago

It would be good to mention this somewhere in the README so that developers can start using .NET version in the first place.

Thanks for the suggestion, I agree and here's the PR: https://github.com/edbeeching/godot_rl_agents/pull/201

ra9hur commented 1 week ago

"AssetLib" link is found at 2 places.

  1. Initial screen where we choose / import a project to begin with
  2. Choose a project and now, we are on the project screen.

The screenshot attached above is when I was trying from the initial screen. This was not listing "Godot-RL-Agents".

Looking at screen attached by @edbeeching , I realized that there is a link on the project screen as well. So, search through the project screen, "Godot-RL-Agents" shows up.

Just downloaded "4.3 stable mono on linux" and the behavior is consistent, gets listed only on the project screen.

image

Ivan-267 commented 1 week ago

@ra9hur

Thanks for investigating. On the initial screen, it seems project templates and demos are available in the asset store. That second assetlib link after you start a project offers tools/plugins that you can add to an existing project. Godot RL Agents is in the tools category which is available after you open a project.

Ivan-267 commented 1 week ago

@ra9hur Is this issue ready to close now?

ra9hur commented 5 days ago

Yes, have closed this.