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mac code fixes, needed for compile on mac #1914
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Thanks klintan for all your work on getting AirSim to run on OSX. make[1]: *** [CMakeFiles/AirsimWrapper.dir/all] Error 2 Do you have an idea on how to fix this? Thanks. |
Hm is the file created at all ? |
No it’s not. The file is not created at all.
On Sun, Jun 23, 2019 at 8:49 AM Andreas Klintberg ***@***.***> wrote:
Thanks klintan for all your work on getting AirSim to run on OSX.
I was able to follow all your modifications. However, when I run
Unity/build.sh on my MAC, I get this error:
make[1]: *** [CMakeFiles/AirsimWrapper.dir/all] Error 2
make: *** [all] Error 2
cp: AirsimWrapper.bundle: No such file or directory
Do you have an idea on how to fix this?
Thanks.
Hm is the file created at all ? AirsimWrapper.bundle
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Just to follow up. I have a fundamental question. I'm trying to run the TestModel.ipynb as described in this tutorial: https://github.com/microsoft/AutonomousDrivingCookbook/tree/master/AirSimE2EDeepLearning This command to run AirSim standalone environment doesn't work for me: .\AD_Cookbook_Start_AirSim.ps1 landscape So, I'm trying to run Airsim on Unity. I have successfully run the setup.sh and build.sh commands for Airsim but Unity/build.sh doesn't create AirsimWrapper.bundle at all. Please let me know if I'm on the right track. |
Yeah you are right, the Powershell script files will only work on Windows. I tried compiling it again from source and I noticed some issues as well; Further I found a bug in the CMakeLists.txt which I added in this PR actually, maybe it changed, because I'm pretty sure it worked at that time. I will create a new PR with the fix, however it is an easy one if you don't want to wait: |
Thanks Klintan, I changed ${MACOSX} to ${APPLE} in CMakeLists.txt. to cp -r AirsimWrapper.bundle ../UnityDemo/Assets/Plugins; because it complained that AirsimWrapper.bundle is not a file but a directory. Then I ran Unity/build.sh and it was successful. I got the message: I proceeded to follow the tutorial here and control the car as stated in the instruction below: " Question 1: Since I can control the car in Unity using the arrow keys as described above, does this mean, Airsim is now running on Unity? Question 2: While running Airsim on Unity, I tried the TestModel.ipynb but I'm still getting this error: ----> 4 client.confirmConnection() ~/Documents/AutonomousDrivingCookbook/AirSimE2EDeepLearning/AirSimClient.py in confirmConnection(self) ~/Documents/AutonomousDrivingCookbook/AirSimE2EDeepLearning/AirSimClient.py in getHomeGeoPoint(self) ~/anaconda3/lib/python3.6/site-packages/msgpackrpc/session.py in call(self, method, *args) ~/anaconda3/lib/python3.6/site-packages/msgpackrpc/future.py in get(self) TransportError: Retry connection over the limit |
I would say yes :P However I'm def no expert, I only wanted to make sure I could build it and run it (and run it as in basically what you did, run the car in Unity and the default environment)
Hm so the RPC connections doesn't seem to work, and unfortunately I haven't tested that in Unity etc, so I think the best approach now would just to create a new issue, with that specific question.
Good catch! You should put in a PR to change that :) |
How do I put in a PR? :| |
Thanks for help so far, I did all steps above. Then i get one error that repeats for all includes of boost. I have installed boost from brew. |
Now it's working. In CMakeList.txt i added one line and change one.
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Some smaller code changes, if these are not present, it won't compile because these won't be defined on Mac.
However I'm uncertain that the change in
PInvokeWrapper.h
is correct, because even though it compiles, haven't yet gotten Unity to recognize thelibAirLibWrapper.a
file.If you have any additional ideas on what it might be feel free to comment and I'll update.
Everything else seems fine.
Edit: Got it to work now, added some changes. Needed to change some files in the build.sh and cmakelists for the airsimwrapper custom for Mac, building a .bundle file instead of .so.
In general I also updated to the latest LLVM (not the old 5.0, since that one wouldn't build as described in some other issues) let me know if those changes are of interest.