AWSIM v2.0.0 and new architecture
Thank you for using AWSIM. Extensive refactoring and new architecture will be introduced to make AWSIM more scalable for development.
- I will create and publish an AWSIM design and coding convention that Guidelines to help developers better understand AWSIM.
- Refactor AWSIM as a whole to keep it consistent as a project; refine and abstract the functionality contained in AWSIM's main to make it more cross-cutting and usable. For example, some of the following will be implemented.
- Support URP and HDRP in a single project, allowing users to choose whether rendering quality or computing performance is more important. Sample scenes of both are delivered. (In addition, unity after 6 unified renderer will be supported in the future.)
- Allows entry points and main loops to be created for each scene in C# coding. Also avoids exploding references between Components in the UnityEditor's Inspector.
- Remove
Awake(),Start(),Update(),FixedUpdate(), etc. from each of AWSIM's MonoBehaviour components to allow explicit C# coding to control execution order without having to rely on "Script Execution Order." - Adopt a layered architecture in AWSIM and clarify dependencies at the namespace level.
- Upgrade unity version
- Along with the refactoring, the entire document will be revamped.
- I will present best practices for forking or copying AWSIM to start a new project.
These tasks are done in a separate repository and then merged into the AWSIM main branch. Release date is still being worked out. Implementation is expected to take several months.
Fewer commits may be added to the main branch until AWSIM v2.0.0.
Almost complete.
Almost complete.
Really looking forward! Do you approximately know when you will release Version 2?
@mackierx111 Hi. Would it be possible to integrate the rendering of the trajectory and lane boundaries (green and blue on your screenshot) of the actual driving path back to Unity in the new 2.0 architecture. Then awsim could also be used to explore ideas for advanced adas rendering methods.
similar to this great godot example: https://github.com/yukkysaito/godot_rviz2
@mackierx111 The VehiclePhysicsPro VPP integration in awsim labs is an amazing helper to get better vehicle simulation. https://autowarefoundation.github.io/AWSIM-Labs/main/Components/Vehicle/VPPIntegration/
Would it be possible to add it in awsim too? The additional quality in vehicle sim opens also a row of additional use cases and vpp is a rock solid integration in unity. I did an HDRP Test a while ago .Check the video or the fork linked here... https://github.com/PERRINN/project-424-unity/issues?q=is%3Aissue%20state%3Aclosed You can drive WASD or hit D for autodrive fastest lab. Cams on 1 to 6.
Or ckeck the original i forked from but it s still on URP.
If you hassel because introducing am new dependency you could check with Edy from VPP. He s always open for nice thing and delievers outstanding support.
To suport of HDRP and URP is an great descission. We use booth for different use cases.
@leonidaas Sorry for the late reply. Thank you for waiting. AWSIM v2.0.0 has been released. Please check the release notes. https://github.com/tier4/AWSIM/releases/tag/v2.0.0
@sasa42 I think it is technically possible to visualize trajectories, but I don't yet understand the necessity. How would it be useful in the development of Autoware? Could you give me more specific details? How would it work in Autoware development? Development resources are limited, so it is important to prioritize tasks. For example, one option would be for you to develop it and I would review it.
I have posted my comments regarding VPP in this issue. Please read my comments and let me know your thoughts.