diff --git a/com.unity.ml-agents/CHANGELOG.md b/com.unity.ml-agents/CHANGELOG.md
index 0ffffa0c17..bb6b11e453 100755
--- a/com.unity.ml-agents/CHANGELOG.md
+++ b/com.unity.ml-agents/CHANGELOG.md
@@ -29,6 +29,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- The method `GetStepCount()` on the Agent class has been replaced with the property getter `StepCount`
- `RayPerceptionSensorComponent` and related classes now display the debug gizmos whenever the Agent is selected (not just Play mode).
- Most fields on `RayPerceptionSensorComponent` can now be changed while the editor is in Play mode. The exceptions to this are fields that affect the number of observations.
+ - Unused static methods from the `Utilities` class (ShiftLeft, ReplaceRange, AddRangeNoAlloc, and GetSensorFloatObservationSize) were removed.
### Bugfixes
- Fixed an issue which caused self-play training sessions to consume a lot of memory. (#3451)
diff --git a/com.unity.ml-agents/Runtime/Utilities.cs b/com.unity.ml-agents/Runtime/Utilities.cs
index 4bc78d8919..661607affb 100644
--- a/com.unity.ml-agents/Runtime/Utilities.cs
+++ b/com.unity.ml-agents/Runtime/Utilities.cs
@@ -1,6 +1,5 @@
using System;
using UnityEngine;
-using System.Collections.Generic;
namespace MLAgents
{
@@ -20,7 +19,7 @@ internal static class Utilities
/// being stored in the tensor.
///
/// The number of floats written
- public static int TextureToTensorProxy(
+ internal static int TextureToTensorProxy(
Texture2D texture,
WriteAdapter adapter,
bool grayScale)
@@ -63,7 +62,7 @@ public static int TextureToTensorProxy(
/// Input array whose elements will be cumulatively added
///
/// The cumulative sum of the input array.
- public static int[] CumSum(int[] input)
+ internal static int[] CumSum(int[] input)
{
var runningSum = 0;
var result = new int[input.Length + 1];
@@ -75,83 +74,6 @@ public static int[] CumSum(int[] input)
return result;
}
- ///
- /// Shifts list elements to the left by the specified amount (in-place).
- ///
- /// List whose elements will be shifted
- ///
- ///
- /// Amount to shift the elements to the left by
- ///
- ///
- public static void ShiftLeft(List list, int shiftAmount)
- {
- for (var i = shiftAmount; i < list.Count; i++)
- {
- list[i - shiftAmount] = list[i];
- }
- }
-
- ///
- /// Replaces target list elements with source list elements starting at specified position
- /// in target list.
- ///
- /// Target list, where the elements are added to
- ///
- ///
- /// Source array, where the elements are copied from
- ///
- ///
- /// Starting position in target list to copy elements to
- ///
- ///
- public static void ReplaceRange(List dst, List src, int start)
- {
- for (var i = 0; i < src.Count; i++)
- {
- dst[i + start] = src[i];
- }
- }
-
- ///
- /// Adds elements to list without extra temp allocations (assuming it fits pre-allocated
- /// capacity of the list). The built-in List/.AddRange() unfortunately allocates
- /// a temporary list to add items (even if the original array has sufficient capacity):
- /// https://stackoverflow.com/questions/2123161/listt-addrange-implementation-suboptimal
- /// Note: this implementation might be slow with a large source array.
- ///
- /// Target list, where the elements are added to
- ///
- ///
- /// Source array, where the elements are copied from
- ///
- ///
- // ReSharper disable once ParameterTypeCanBeEnumerable.Global
- public static void AddRangeNoAlloc(List dst, T[] src)
- {
- // ReSharper disable once LoopCanBeConvertedToQuery
- foreach (var item in src)
- {
- dst.Add(item);
- }
- }
-
- ///
- /// Calculates the number of uncompressed floats in a list of ISensor
- ///
- public static int GetSensorFloatObservationSize(this List sensors)
- {
- int numFloatObservations = 0;
- for (var i = 0; i < sensors.Count; i++)
- {
- if (sensors[i].GetCompressionType() == SensorCompressionType.None)
- {
- numFloatObservations += sensors[i].ObservationSize();
- }
- }
- return numFloatObservations;
- }
-
#if DEBUG
internal static void DebugCheckNanAndInfinity(float value, string valueCategory, string caller)
{