This repo contains simulation tools and utilities to perform realistic simulations base on Unreal Engine (UE4), using microsoft AirSim as interface to UE4.
Getting started:
Documentation:
The following 3 components are necessary to utilize the full stack of unreal_airsim tools.
Unreal Engine
Install Unreal Engine. This repository was developped and tested on UE 4.25, which is the recommended version. To install UE4 on linux, you need to register with Epic Games and build it from source. Please follow the detailed instructions on their website to set everything up. If you plan to use only pre-compiled binaries as simulation worlds, this section can be omitted,
Airsim
Install our fork of AirSim, the UE4 Plugin:
export AIRSIM_PATH=</absolute/path/where/to/install> # Set the target destination.
cd $AIRSIM_PATH
git clone [email protected]:ethz-asl/AirSim.git
cd Airsim
./setup.sh
./build.sh
unreal_airsim
Install unreal_airsim, containing the simulation ROS-package and tools.
-
If you haven't already installed ROS, please install it according to their instructions. This repo was developed on a desktop-full version of ROS melodic.
-
System dependencies:
sudo apt-get install python-wstool python-catkin-tools ros-melodic-cmake-modules
-
If you haven't already set up a caktin worskpace:
mkdir -p ~/catkin_ws/src cd ~/catkin_ws catkin init catkin config --extend /opt/ros/melodic catkin config --cmake-args -DCMAKE_BUILD_TYPE=Release catkin config --merge-devel
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Install via SSH:
cd ~/catkin_ws/src git clone [email protected]:ethz-asl/unreal_airsim.git wstool init . ./unreal_airsim/unreal_airsim_ssh.rosinstall wstool update
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Tell
unreal_airsim
where you installed AirSim by running:cd ~/catkin_ws/src/unreal_airsim echo "set(AIRSIM_ROOT $AIRSIM_PATH)" > ./AirsimPath.txt
In case you didn't set
$AIRSIM_PATH
before, don't forget to replace the above$AIRSIM_PATH
with the absolute path to the lcoation where AirSim is installed. -
Build:
catkin build unreal_airsim source ../devel/setup.bash
If you are adding features to this repo please consider opening back a PR, so others can use it as well. If you consider contributing, please adhere to the google style guide and setup our linter:
# Download the linter
cd <linter_dest>
git clone [email protected]:ethz-asl/linter.git # SSH
git clone https://github.com/ethz-asl/linter.git # HTTPS
# install the linter
cd linter
echo ". $(realpath setup_linter.sh)" >> ~/.bashrc # Or the matching file for
# your shell.
bash
# Register this repo for the linter
roscd unreal_airsim
init_linter_git_hooks
This demo briefly walks through the steps on how to use the online_simulator.
The simulation is setup from a single configuration file, a minimal example is given in cfg/demo.yaml
.
The settings required for AirSim to produce the requested simulation must first be generated by running
roslaunch unreal_airsim parse_config_to_airsim.launch
It is strongly recommended to produce AirSim's Settings.json using this script and not changing it manually. Additional AirSim Settings can be set in the yaml-config using CamelCase params with identical names.
In this demo, start the Blocks
environment provided by AirSim, and run the game in the UE4 Editor (select 'Active Play Mode' = 'Selected Viewport', then 'Play').
Then run
roslaunch unreal_airsim demo.launch
to start the simulation and display the sensor readings in RVIZ.
External view of the UE4 game (left), camera image (center) and lidar readings (right) obtained from the simulator.
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Include error 'xlocale.h" not found:
xlocale was removed/renamed from glibc somewhen, can fix via symlink:
ln -s /usr/include/locale.h /usr/include/xlocale.h
-
The UE Editor freezes when 'Compiling Shaders':
According to this thread this may happen when using Vulcan with less than 2GB of graphics card memory. Can be adjusted by switching back to OpenGL (uncomment
TargetedRHIs=GLSL_430
inEngine/Config/BaseEngine.ini
).
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Error at startup: bind(): address already in use:
Airsim connects to UE4 via a TCP port. If multiple instances of Airsim (i.e. the unreal game) are running, the selected port will already be taken. Note that the editor itself already loads the Airsim plugin, thus closing all instances of UE4 (editor or game) and starting a single game/editor usually fixes this.