ProjectAirSim
Copilot instructions933 starsChanged 16 months agoMITView on GitHub
Always reference these instructions first and fallback to search or bash commands only when you encounter unexpected information that does not match the info here. Project AirSim is a simulation platform for drones, robots, and other autonomous systems built on Unreal Engine 5. It consists of C++ simulation libraries, an Unreal Engine plugin, and Python client libraries for API interactions. NEVER CANCEL these setup commands - they require network access and may take extended time: CRITICAL: Build commands require external…
- Installs packages
Where files are headingNew Copilot instructions files have more rules about branches and pull requests, and fewer about code style.
Of the Copilot instructions files we read, the 2,336 first seen in the last six months, against the older ones: the kind of rule that gained most share, and the kind that lost most. About files like this in general, not this one, and an estimate, since a kind is a pattern in the words.
The file
We split this copilot-instructions.md into the rules it gives an agent
6 rules. About 0 are common, 5 are distinctive, and 1 is very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈5
Distinctive · estimate
This author's own choices. Worth a look.
1
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 131
All timing estimates include 50% buffer.
- Distinctive: line 185
Test Python client compilation: after any Python changes
- Distinctive: line 188
Use clean builds: when encountering unexplained build failures
- Distinctive: line 192
If external network access is limited:
- Distinctive: line 194
Use system packages: when available (like libeigen3-dev)
- Very specific: line 203
Windows builds: Use build.cmd instead of build.sh
≈ “Common” is an estimate: at least 1 in 5 of the 3,779 Copilot instructions files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Project AirSim Development Instructions
Always reference these instructions first and fallback to search or bash commands only when you encounter unexpected information that does not match the info here.
Project AirSim is a simulation platform for drones, robots, and other autonomous systems built on Unreal Engine 5. It consists of C++ simulation libraries, an Unreal Engine plugin, and Python client libraries for API interactions.
Working Effectively
Bootstrap Development Environment
NEVER CANCEL these setup commands - they require network access and may take extended time:
- Update system packages (takes ~12 seconds):
sudo apt-get update - Install prerequisites (takes ~60 seconds, NEVER CANCEL):
sudo apt-get -y install --no-install-recommends \ build-essential rsync make cmake \ clang-18 libc++-18-dev libc++abi-18-dev \ ninja-build libvulkan1 vulkan-tools \ libeigen3-dev - Fix clang version compatibility (required for Ubuntu 24.04):
sudo ln -sf /usr/bin/clang-18 /usr/bin/clang-13 sudo ln -sf /usr/bin/clang++-18 /usr/bin/clang++-13
Build Simulation Libraries
CRITICAL: Build commands require external network access and may take 45+ minutes. NEVER CANCEL. Set timeout to 90+ minutes.
- Configure and build debug libraries (may take 45+ minutes, NEVER CANCEL):
./build.sh simlibs_debug - Configure and build release libraries (may take 45+ minutes, NEVER CANCEL):
./build.sh simlibs_release - Test simulation libraries (takes 15+ minutes, NEVER CANCEL):
./build.sh test_simlibs_debug ./build.sh test_simlibs_release - Full build including Unreal Engine integration (requires UE_ROOT environment variable):
# Only if Unreal Engine is available export UE_ROOT=/path/to/UnrealEngine ./build.sh all
Python Client Development
Network connectivity required for pip installations. May fail in restricted environments.
- Install Python client in development mode (may fail due to network restrictions):
cd client/python/projectairsim python3 -m pip install -e . - Test Python client compilation (always works, no network required):
cd client/python/projectairsim find . -name "*.py" -exec python3 -m py_compile {} \; - Run Python tests (requires running simulation server):
cd client/python/projectairsim python3 -m pytest tests/
Validation
CRITICAL: Always validate changes through complete scenarios, not just compilation.
Manual Validation Requirements
- Always compile Python client to verify syntax:
cd client/python/projectairsim find . -name "*.py" -exec python3 -m py_compile {} \; - Test basic import functionality (if dependencies are available):
cd client/python/projectairsim/src python3 -c "import projectairsim; print('Import successful')" - Build verification after C++ changes:
./build.sh clean ./build.sh simlibs_debug
Known Limitations
- Network Dependencies: Build requires external access to download Eigen3, NNG, assimp, and other dependencies from GitLab/GitHub
- Clang Version: Hardcoded to clang-13 but can use clang-18 with symbolic links
- Python Dependencies: open3d version constraints may conflict with newer Python versions
- Unreal Engine: Full functionality requires UE5 installation and UE_ROOT environment variable
- JSBSim Version: Fixed at v1.1.12 for compatibility. Do not modify JSBSIM_FIXED_TAG without approval.
Third-Party Dependencies
JSBSim Integration
JSBSim headers are staged during build, not included in source control.
- Version: Fixed at
v1.1.12(enforced by CMake configuration check) - Headers: Automatically staged to
build/linux64/{Debug|Release}/thirdparty/jsbsim/include/during build - Libraries: Copied to
core_sim/jsbsim/lib/{Debug|Release}/for runtime use - Models: Aircraft, engine, systems, and scripts copied to
core_sim/jsbsim/models/
Do not manually copy JSBSim headers. The build system handles header staging automatically via the jsbsim-repo ExternalProject post-install step.
Version enforcement: CMakeLists.txt includes a configure-time check that fails the build if JSBSIM_FIXED_TAG is modified from v1.1.12. This ensures all builds use the same tested JSBSim version.
Build Targets and Timing
All timing estimates include 50% buffer. NEVER CANCEL these operations:
simlibs_debug: Build debug simulation libraries - 45+ minutes, NEVER CANCELsimlibs_release: Build release simulation libraries - 45+ minutes, NEVER CANCELtest_simlibs_debug: Run debug tests - 15+ minutes, NEVER CANCELtest_simlibs_release: Run release tests - 15+ minutes, NEVER CANCELall: Complete build including Unreal integration - 90+ minutes, NEVER CANCELclean: Clean all build artifacts - 2 minutes
Repository Structure
projectairsim/
├── client/python/projectairsim/ # Python client library
├── core_sim/ # Core simulation components
├── physics/ # Physics integrations
├── vehicle_apis/ # Vehicle control APIs
├── unreal/Blocks/ # Unreal Engine environment
├── unity/ # Unity integration
├── mavlinkcom/ # MAVLink communication
├── rendering/ # Rendering components
├── ros/ # ROS integration
├── samples/ # Example projects
├── docs/ # Documentation
├── build.sh # Main build script
├── build_linux.mk # Make-based build system
└── setup_linux_dev_tools.sh # Prerequisites installerCommon Tasks
Documentation Build
cd docs
pip install sphinx
make htmlPython Client Tests
cd client/python/projectairsim
pytest tests/test_*.pyCheck Available Build Targets
./build.sh
# Shows all available targets with descriptionsDevelopment Workflow
- Always start with prerequisites installation
- Build debug libraries first for development
- Test Python client compilation after any Python changes
- Run appropriate test suites based on changed components
- Never cancel long-running builds - they require substantial network downloads
- Use clean builds when encountering unexplained build failures
Network Dependency Workarounds
If external network access is limited:
- Use system packages when available (like libeigen3-dev)
- Pre-download dependencies in environments with network access
- Modify CMakeLists.txt to use local dependency sources
- Document network requirements clearly for deployment environments
CI/CD Integration
The repository includes .github/workflows/ for CI automation. Key considerations:
- Windows builds: Use
build.cmdinstead ofbuild.sh - Long timeouts required: Set CI timeouts to 90+ minutes for full builds
- Network access required: CI environments must have external connectivity
- Multi-stage builds recommended: Cache intermediate artifacts to reduce build times
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