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PartChanger unexpected situation
question1:
“part changer” component erro
my original cube(yellow one) has the MU scirpt,and I have set two MU appearences :cube1(red),cube2(blue).They both have rigidbody and collider,and are on MU layer.In this DemoChangeMU Scene,I just set those cans and MU active state to false,trying to repalce them with some cubes.
HERE is the problem:at the moment that yellow cube been detected by sensor0,it immediately jumped to a strange point as the picture shown,and the sensor0 is still high(keeping red) even those two objects have separated(in this scene the sensors do not use raycast but a collider ).
question2:
In this same demoscene,Can2 and Can3 are active in Scene mode.But when I click the play button,active state of Can2 and Can3 are immediately become false automatically.I tried to find the reason,but I did not find any script for this change.And I thought maybe it is because the “Group” ,so I also put my cube1 and cube2 to a group named changer as the picture shown.BUT,when I click the play button
,my cubes are still visible.I cant figure it out why.
sensor cannot work normally
I meet a simple but truly strange problem.In the picture below,I‘m using a sensor to detect if something pass through.However,even I have put the Steuerschrank into MU layer,my sensor cannot detect it.In other occasion,I use the prefab--cans,this sensor could work normally.someone could help me?I have spend nearly one week on this problem.
With a Raycast based Sensor you don't need to use colliders but you need to define the layers where the Raycast is sending to. It is the same Layer as the Sensor is and additional Layers which you can define.
For a non Raycast (Box Collider) based Sensor - the Sensor should be normally on the layer rvSensor. Please also check the doc information about the collsission matrix for colliders.
Creating a digital twin
Hello friends,
i need some help at creating a digital twin of a logistic system. The Box should go over the transport system. Then when it arrives at the end (detected by Sensor) the Plattform (white) in the middle should take it and put it in the shelf. It has a OPC UA connection and the various variables are available. I need some help appling this in unity bc i'm a beginner and not know all of the components.
Fehlermeldung Transportsurface
Hallo,
Ich bin gerade dabei einen Digitalen Zwilling eines automatischen Kleinlagers zu erstellen. Nun bekomme ich folgende Fehlermeldung wenn ich in den Game Modus gehen möchte. Ich vermute ich habe irgendwo ein Drive zu wenig. Könnt ihr mir sagen wo?
Darüber hinaus fällt meine Kiste ins unendliche und bleibt nicht auf dem Föderband stehen. Wie "befestige" ich die Position?
P.S.: Ich bin noch Anfängerin in diesem Gebiet und bin für jede Hilfe dankbar.
Direction vector disappeared
Hello,
I used to have the purple direction vector of a drive visible in the scene window when selecting a component with a drive, but now it disappeared. Do you know how I can get it back?
Hi,
please check if the gizmos are enabled and check the scale of them.
Regards Christin
Force Torque Sensor
Hello,
Have you any plans to produce a Force Torque Sensor ?
Ideally it would be as simple as adding it as a component to say the mounting flange of a 6 axis robot to give information about the load.
I looked at the Force Drive but can't get sensible results from it.
Regards
Doug
Hi, for our use cases we don't have the need so far for doing this calculation. I don't think that we are going to implement this in the near future. You could implement what you described, our source code is open for our customers.
Community Git Repository
Hi guys,
anyone use git community repository for this package.
Is the Git up to date or active?
I have the old version of the package, are there corresponding repositories for different versions?
Thanks in advance
spaceNavigatoer error mac
despite removing the spacenavigator file in unity i still have problems.
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Solution is to delete the folder
Assets/game4automation/private/RuntimeUI/SpaceNavigator
and to change in the Script SceneMouseNavigationCs the following compile swith at the top and at the end of the script:
#if ((!UNITY_IOS && !UNITY_ANDROID && !UNITY_EDITOR_OSX) || UNITY_EDITOR)
against this:
#if (UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN)
This will exclude Space Navigator from being used by non Windows Systems.
After doing this you need to select manually again (because automatic installation script was not started due to the compile error) Apply Standard Settings:
Will be changed in the next release.
Do you provide a robotic arm demo like the animation on the webpage https://realvirtual.io/en
Hi
I'll begin to develop a robotic arm simulation software and I'm very interested in realvirtual.io. Will you provide a robotic arm demo like the animation on webpage https://realvirtual.io/en? Thanks.
No currently the animation on the webpage is not included with our delivery. In about 2 weeks from now on in our next release we will have an inverse kinematic included in realvirtual.io with 2 examples of two moving robots (ABB and Stäubli).
Coupled IO Disappearing when starting game
Hello,
I am adding IO Using a small attachment to the provided game4automation Scripts (for example in Drive_Simple).
For the drive simple example I use this code:
For my own scripts this works, but not for the provided game4automation scripts. I need to add IO using these functions because we have a lot of IO (+-5000).
When I start the game, the IO is removed from the script (also in the inspector). Is there a way to fix this?
Hi, I think you must Use EditorUtility.SetDirty function.
Please also check page https://realvirtual.io/documentation/current/signalmanager.html and the example script on the page.
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