Initial breitenberg example
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Pascal Serrarens 2026-05-07 17:26:53 +02:00
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using UnityEngine;
namespace Breitenberg {
public class Sensor : MonoBehaviour {
public float sensorRange = 10f;
public LayerMask senseLayer; // layer for "light" objects
public float output {get; protected set; }
protected virtual void FixedUpdate() {
output = SampleSensor(this.transform);
}
protected virtual float SampleSensor(Transform sensor) {
// Cast a short set of rays in a cone and accumulate "brightness" from hits.
int rays = 7;
float halfAngle = 30f;
float total = 0f;
for (int i = 0; i < rays; i++) {
float t = rays == 1 ? 0.5f : (float)i / (rays - 1);
float angle = Mathf.Lerp(-halfAngle, halfAngle, t);
Vector3 dir = Quaternion.AngleAxis(angle, sensor.up) * sensor.forward;
Debug.DrawRay(sensor.position, dir * sensorRange);
if (Physics.Raycast(sensor.position, dir, out RaycastHit hit, sensorRange, senseLayer)) {
// Strength inversely proportional to distance, clamped to [0,1]
float str = 1f - (hit.distance / sensorRange);
// You can also sample material emission or color here if desired
total += Mathf.Clamp01(str);
}
}
return Mathf.Clamp01(total / rays);
}
}
}

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using UnityEngine;
namespace Breitenberg {
public class Vehicle : MonoBehaviour {
[Header("Sensors")]
public Sensor sensorLeft;
public Sensor sensorRight;
[Header("Motors")]
public float baseSpeed = 0f; // optional forward bias
public float gain = 5f; // motor response strength
public bool crossWiring = false; // false = same-side wiring (excitatory); true = cross
[Header("Physics")]
public Rigidbody rb;
public float turnTorque = 5f; // rotational influence
void FixedUpdate() {
float sL = sensorLeft.output;
float sR = sensorRight.output;
// Wiring: same-side (default) maps sL->left motor, sR->right motor.
// crossWiring = true maps sL->right motor (crossed).
float leftInput = crossWiring ? sR : sL;
float rightInput = crossWiring ? sL : sR;
float leftSpeed = baseSpeed + gain * leftInput;
float rightSpeed = baseSpeed + gain * rightInput;
// Convert differential wheel speeds into forward force and torque.
float forward = (leftSpeed + rightSpeed) * 0.5f;
float rotation = (rightSpeed - leftSpeed) * 0.5f;
// Apply forward force at center
Vector3 force = transform.forward * forward;
rb.AddForce(force, ForceMode.Acceleration);
// Apply torque around Y axis
rb.AddTorque(Vector3.up * rotation * turnTorque, ForceMode.Acceleration);
}
}
}

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