The current recommended and tested environment is Ubuntu 18.04 LTS. Theoretically, you can build on other distros as well, but we haven't tested it.
Only macOS Catalina (10.15) is supported.
We've two options - you can either build inside docker containers or your host machine.
Please see instructions here
-
Make sure you are registered with Epic Games. This is required to get source code access for Unreal Engine.
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Clone Unreal in your favorite folder and build it (this may take a while!). Note: We only support Unreal >= 4.25 at present. We recommend using 4.25.
# go to the folder where you clone GitHub projects
git clone -b 4.25 [email protected]:EpicGames/UnrealEngine.git
cd UnrealEngine
./Setup.sh
./GenerateProjectFiles.sh
make
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Download the Epic Games Launcher. While the Unreal Engine is open source and free to download, registration is still required.
-
Run the Epic Games Launcher, open the
Library
tab on the left pane. Click on theAdd Versions
which should show the option to download Unreal 4.25 as shown below. If you have multiple versions of Unreal installed then make sure 4.25 is set tocurrent
by clicking down arrow next to the Launch button for the version.Note: AirSim also works with UE >= 4.24, however, we recommend 4.25. Note: If you have UE 4.16 or older projects, please see the upgrade guide to upgrade your projects.
- Clone AirSim and build it:
# go to the folder where you clone GitHub projects
git clone https://github.com/Microsoft/AirSim.git
cd AirSim
By default AirSim uses clang 8 to build for compatibility with UE 4.25. The setup script will install the right version of cmake, llvm, and eigen.
./setup.sh
./build.sh
# use ./build.sh --debug to build in debug mode
Finally, you will need an Unreal project that hosts the environment for your vehicles. AirSim comes with a built-in "Blocks Environment" which you can use, or you can create your own. Please see setting up Unreal Environment if you'd like to setup your own environment.
Once AirSim is setup:
- Go to
UnrealEngine
installation folder and start Unreal by running./Engine/Binaries/Linux/UE4Editor
. - When Unreal Engine prompts for opening or creating project, select Browse and choose
AirSim/Unreal/Environments/Blocks
(or your custom Unreal project). - Alternatively, the project file can be passed as a commandline argument. For Blocks:
./Engine/Binaries/Linux/UE4Editor <AirSim_path>/Unreal/Environments/Blocks/Blocks.uproject
- If you get prompts to convert project, look for More Options or Convert-In-Place option. If you get prompted to build, choose Yes. If you get prompted to disable AirSim plugin, choose No.
- After Unreal Editor loads, press Play button.
- Browse to
AirSim/Unreal/Environments/Blocks
. - Run
./GenerateProjectFiles.sh <UE_PATH>
from the terminal, whereUE_PATH
is the path to the Unreal installation folder. (By default, this is/Users/Shared/Epic\ Games/UE_4.25/
) The script creates an XCode workspace by the name Blocks.xcworkspace. - Open the XCode workspace, and press the Build and run button in the top left.
- After Unreal Editor loads, press Play button.
See Using APIs and settings.json for various options available for AirSim usage.
!!! tip Go to 'Edit->Editor Preferences', in the 'Search' box type 'CPU' and ensure that the 'Use Less CPU when in Background' is unchecked.
A remote control is required if you want to fly manually. See the remote control setup for more details.
Alternatively, you can use APIs for programmatic control or use the so-called Computer Vision mode to move around using the keyboard.