best way to do a large number of runs?

Hi,

suppose I wanted to run 100.000 simulations in unity (for instance, to train an AI).
I would want the game to be playable normally, but for the sim I would obviously want to run it much faster and without rendering.
I’ve been googling and reading some topics, is this as simple as increasing the TimeScale and removing the camera? anything else I should/could do (threading? simpler physics?)

Thanks.

-batchmode

thanks! there’s not much info on what batch mode actually is/does (seems to be mostly for dedicated servers).
But I suppose that takes care of the “don’t render” part.
what about the speed? Any program using DeltaTime to scale movement wouldn’t automatically “move faster” right?
Is that just a matter of TimeScale?

Maybe I’m not thinking about this the right way, I’m very new to unity and I don’t fully get the way updates work yet.

DeltTime by definition allows you to calculate with the time the last frame took. Which means you can calculate almost frame-independent movements. It has nothing to do with how many frame your computer can do.
Same with TimeScale. 1.0 means your calculations go as fast as they can. But it is also for rendering.

If you want to do massive calculations and you don’t worry about rendering, look into the Job system, Burst compiler and maybe ECS (depends). You can calculate on multiple threads and with DOD as fast as possible on your machine.