Teilen Sie Ihre Erfahrunge und Wünsche mit uns und anderen Usern!
I am trying to use my own images for button-off and button-on states.
But I can associate only the image for button-on.
The image for button off remain as default.
Is there something I can modify on the UIButton script?
The images for the UIButton are automatically set according to the color defined in the UIButton component. Currently, using alternative images is not supported. However, HMI buttons from Professional/HMI can be utilized, allowing the definition of custom images. If Professional is not available, Unity UI components can be used in the current panels.
I have some problem with conveyor linear guides (see attached file).
Linear guides seems to create some friction on the boxes. Is there a way to set linear guides as 'slippery'?
I'm trying to implement a Meta Quest 3 in Unity with realvirtual. Is there any documentation available? I think I saw some when I was on your documentation website but the page can not be found anymore.
The documentation for developers is here:
We will soon release (in about 4 Weeks) a special Unity Package (realvirtual.io Imverse) bringing some special things which makes it really easy to place realvirtual.io Models into an AR environment on the MetaQuest3.
I'm currently using c# scripts to control the logic of my scenes, but I'm having some problems.
My question is for the PLCOutputBool and PLCInputBool signal classes how the values change when the state changes.
For example, the PLCOutputBool class contains the Status property and the Value property, which in turn contains some value properties:
public StatusBool Status;
public struct StatusBool
public bool Connected;
public bool ValueOverride;
public bool Value;
[HideInInspector] public bool OldValue;
In your example script, I noticed that the
PLCOutputBool is modified. However, during my debugging, I found that changing the
Status.ValueOverride is required to alter the signal value of my
I'm wondering how to prevent closing my build when pressing "Esc". I think the function is somewhere inthe UI -> Toolbar Component of the realvirtual gameobject but I don't want to mess anything up by deleting files. Thanks in advance!
This function is in the 'realvirtualcontroller.cs' and cannot be controlled through the Inspector. If not desired, it can be commented out in the code by searching for 'KeyCode.Escape'. However, we do not recommend doing this.
I am currently trying to mimic the example in DemoGripping Scene to use the gripper component, but when I set up the group component and added the kinematic component I found that the mesh is not aligning to my model, which is causing me to not be able to align the Sensor on the Finger to my MU
We will check this - it is a bug but it is only the Gizmo (you could turn it off) and it does not impacts any kind the function.
I would like to ask about how to add custom UI and buttons
I now want to try to add some custom buttons for my own functionality, but when I add a new Text text at the UI level under the game4automation object, I can't view his position in the edit screen. Usually I can view it in the edit screen and adjust his position and Canvas size, but now I can't see it in the realvirtual template project.
Can you tell me how I can get the UI object to show up in edit mode or how to implement a custom button to achieve the functionality I want for myself, I didn't find in the documentation how to do it.
Oh yes, sorry to mention that the layer also needs to be turned on.
Guten Morgen und frohes Neues!
Ich habe einen fertigen Build, die das Twin Cat Ads Interface nutzt. Ist es möglich, die PLC Net Id und Port Eingabe so zu konfigurieren, sodass man erst im Build selbst diese Daten wie eine Art Login angibt? Das Ziel ist hierbei, dass jemand mit dem Build allein und der Beckhoff Steuerung die Verbindung aufbauen kann ohne Zugriff auf Unity selber.
Customer support service by UserEcho