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updates to work with randomizer tags changes
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com.unity.perception/Documentation~/Schema/Synthetic_Dataset_Schema.md

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@@ -248,7 +248,7 @@ bounding_box_3d {
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Keypoint data, commonly used for human pose estimation. A keypoint capture is associated to a template that defines the keypoints (see annotation.definition file).
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Each keypoint record maps a tuple of (instance, label) to template, pose, and an array of keypoints. A keypoint will exist in this record for each keypoint defined in the template file.
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If a given keypoint doesn't exist in the labeled gameobject, then that keypoint will have a state value of 0; if it does exist then it will have a keypoint value of 1.
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If a given keypoint doesn't exist in the labeled gameobject, then that keypoint will have a state value of 0; if it does exist then it will have a keypoint value of 2.
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```
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keypoints {
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label_id: <int> -- Integer identifier of the label
@@ -260,7 +260,7 @@ keypoints {
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index: <int> -- Index of keypoint in template
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x: <float> -- X pixel coordinate of keypoint
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y: <float> -- Y pixel coordinate of keypoint
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state: <int> -- 0: keypoint does not exist, 1 keypoint exists
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state: <int> -- 0: keypoint does not exist, 2 keypoint exists
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}, ...
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]
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}

com.unity.perception/Runtime/GroundTruth/Labelers/KeyPointLabeler.cs

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@@ -295,7 +295,7 @@ void ProcessEntity(Labeling labeledEntity)
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keyPoints[i].index = i;
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keyPoints[i].x = loc.x;
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keyPoints[i].y = loc.y;
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keyPoints[i].state = 1;
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keyPoints[i].state = 2;
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}
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}
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}

com.unity.perception/Runtime/Randomization/Randomizers/RandomizerExamples/Randomizers/AnimationRandomizer.cs

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@@ -40,8 +40,7 @@ protected override void OnIterationStart()
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var taggedObjects = tagManager.Query<AnimationRandomizerTag>();
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foreach (var taggedObject in taggedObjects)
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{
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var tag = taggedObject.GetComponent<AnimationRandomizerTag>();
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RandomizeAnimation(tag);
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RandomizeAnimation(taggedObject);
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}
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}
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}

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