如何让Unity中的c#与Python通信

chi*_*ado 4 c# python unity-game-engine

我正在为 Unity 游戏制作 Q-Learning 机器人,机器人使用 Python,游戏使用 C#,如何让两个程序交换任何类型的数据(即整数字符串数组等)?任何使 Python 和 C# for Unity 通信的方法都可以解决我的问题,我可以将任何内容集成到我的代码中。

编辑:另一个问题和我的一样,但答案并没有从 Python 方面解释要做什么。

我的 Python 版本是 3.6。

abu*_*man 8

这就是我用于 unity 和 python 之间的通信。来自不同来源/教程的混合。

(它对我有用,但一个已知的问题是当 python 出现错误时 Unity 会冻结。我已经写了一个 try/catch 方法,它返回一个空字节数组,但这似乎不起作用。)

C# 脚本

using UnityEngine;
//using System.Net;
using System.Net.Sockets;
using System;

public class SocketFloat : MonoBehaviour
{
    public string ip = "127.0.0.1";
    public int port = 60000;
    private Socket client;
    [SerializeField]
    private float[] dataOut, dataIn; //debugging

    /// <summary>
    /// Helper function for sending and receiving.
    /// </summary>
    /// <param name="dataOut">Data to send</param>
    /// <returns></returns>
    protected float[] ServerRequest(float[] dataOut)
    {
        //print("request");
        this.dataOut = dataOut; //debugging
        this.dataIn = SendAndReceive(dataOut); //debugging
        return this.dataIn;
    }

    /// <summary> 
    /// Send data to port, receive data from port.
    /// </summary>
    /// <param name="dataOut">Data to send</param>
    /// <returns></returns>
    private float[] SendAndReceive(float[] dataOut)
    {
        //initialize socket
        float[] floatsReceived;
        client = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
        client.Connect(ip, port);
        if (!client.Connected) {
            Debug.LogError("Connection Failed");
            return null; 
        }

        //convert floats to bytes, send to port
        var byteArray = new byte[dataOut.Length * 4];
        Buffer.BlockCopy(dataOut, 0, byteArray, 0, byteArray.Length);
        client.Send(byteArray);

        //allocate and receive bytes
        byte[] bytes = new byte[4000];
        int idxUsedBytes = client.Receive(bytes);
        //print(idxUsedBytes + " new bytes received.");

        //convert bytes to floats
        floatsReceived = new float[idxUsedBytes/4];
        Buffer.BlockCopy(bytes, 0, floatsReceived, 0, idxUsedBytes);

        client.Close();
        return floatsReceived;
    }
}
Run Code Online (Sandbox Code Playgroud)

Python代码

import socket
import struct
import traceback
import logging
import time

def sending_and_reciveing():
    s = socket.socket()
    socket.setdefaulttimeout(None)
    print('socket created ')
    port = 60000
    s.bind(('127.0.0.1', port)) #local host
    s.listen(30) #listening for connection for 30 sec?
    print('socket listensing ... ')
    while True:
        try:
            c, addr = s.accept() #when port connected
            bytes_received = c.recv(4000) #received bytes
            array_received = np.frombuffer(bytes_received, dtype=np.float32) #converting into float array

            nn_output = return_prediction(array_received) #NN prediction (e.g. model.predict())

            bytes_to_send = struct.pack('%sf' % len(nn_output), *nn_output) #converting float to byte
            c.sendall(bytes_to_send) #sending back
            c.close()
        except Exception as e:
            logging.error(traceback.format_exc())
            print("error")
            c.sendall(bytearray([]))
            c.close()
            break

sending_and_reciveing() 
Run Code Online (Sandbox Code Playgroud)

如果您想发出请求,请让您的 Unity 脚本(您正在使用的脚本)从 SocketFloat 派生:

public class Turing : SocketFloat
Run Code Online (Sandbox Code Playgroud)

调用 ServerRequest 从 Python 返回一个预测。

float[] prediction = ServerRequest(myArray)
Run Code Online (Sandbox Code Playgroud)