Teilen Sie Ihre Erfahrunge und Wünsche mit uns und anderen Usern!

+1
Wird überprüft

Error importing the Package

rexgatling1988 vor 2 Monaten in realvirtual.io Starter and Professional aktualisiert von Support vor 2 Monaten 1

I get this error when I import the package to Unity:

Assets/game4automation/private/RuntimeUI/SceneMouseNavigation.cs(801,38): error CS0103: The name 'SpaceNavigator' does not exist in the current context

+1
Fixed

No Mutex PLCSim Advanced Interface proble

Pablo vor 1 vor einem Jahr in realvirtual.io Starter and Professional aktualisiert von Support vor 8 Monaten 18

Hello,

we are using the PLCSim Advanced Interface.

We can Import the PLCSignals without any Troubles:

Image 519

The first time that we start the simulation in Unity everything is working fine (COM OK).

But after we stop the unity editor and try to start again, we get “No Mutex”... so no communication is established between the plc and Unity.

We found out that creating a new PLC Instance and re-importing the signals “fix the error”... but just for the first run. Then we have to repeat the process of creating a new PLC again and again...

Could be some background process blocking the communication? Thank you in advance.

Antwort
Support vor 8 Monaten

Current working coupler.exe is available in the download area:

https://realvirtual.io/download/PLCSimAdvancedCoupler.exe

0
Wird überprüft

Postprocessing works only in the editor

gabrield vor 4 Wochen in realvirtual.io Starter and Professional aktualisiert von Support vor 2 Wochen 3

Good morning,

Using the professional version and building for windows the postprocessing works only in the editor and not in the build, what can depend on?

Thank you,

G.D.

0
Not a bug

il2cpp error

gabrield vor 1 Monat in realvirtual.io Starter and Professional aktualisiert von Support vor 2 Wochen 7

Good morning,

We purchased the professional package but we can't run the builds in webgl, we have the following error.

How can we solve it?

We have tried various versions of unity, currently we use 2021.3.24f1.

Thank you,

G.D.

C:\Program Files\Unity\Hub\Editor\2021.3.24f1\Editor\Data\il2cpp\build\deploy\il2cpp.exe --convert-to-cpp --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/EasyModbus.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/endel.nativewebsocket.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/game4automation.base.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/game4automation.cadlink.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/game4automation.ik.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/game4automation.interfaces.abbrobotstudio.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/game4automation.interfaces.mqtt.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/game4automation.interfaces.opocua.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/game4automation.interfaces.plcsimadvanced.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/game4automation.interfaces.s7tcpip.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/game4automation.interfaces.sharedmemory.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/game4automation.interfaces.twincatads.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/game4automation.parts4cad.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/game4automation.spacenavigator.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/game4automation.TwinCATHMIClient.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/game4automation.visualscripting.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/I18N.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/I18N.West.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/ikcalculator.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/Ionic.Zip.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/MathNet.Numerics.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/Mono.Security.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/mscorlib.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/NaughtyAttributes.Core.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/Sharp7.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/System.Configuration.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/System.Core.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/System.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/System.Numerics.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/System.Runtime.Serialization.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/System.Windows.Forms.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/System.Xml.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/System.Xml.Linq.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/TwinCAT.Ads.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/UnityEngine.AnimationModule.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/UnityEngine.AudioModule.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/UnityEngine.CoreModule.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/UnityEngine.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/UnityEngine.GridModule.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/UnityEngine.IMGUIModule.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/UnityEngine.InputLegacyModule.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/UnityEngine.ParticleSystemModule.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/UnityEngine.Physics2DModule.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/UnityEngine.PhysicsModule.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/UnityEngine.SharedInternalsModule.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/UnityEngine.SpriteShapeModule.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/UnityEngine.TerrainModule.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/UnityEngine.TextCoreFontEngineModule.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/UnityEngine.TextCoreTextEngineModule.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/UnityEngine.TextRenderingModule.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/UnityEngine.TilemapModule.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/UnityEngine.UI.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/UnityEngine.UIElementsModule.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/UnityEngine.UIElementsNativeModule.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/UnityEngine.UIModule.dll --assembly=Library/Bee/artifacts/WebGL/ManagedStripped/UnityEngine.WindModule.dll --data-folder=C:/Users/GD/tre/Library/Bee/artifacts/WebGL/il2cppOutput/data --generatedcppdir=C:/Users/GD/tre/Library/Bee/artifacts/WebGL/il2cppOutput/cpp --enable-analytics --emit-method-map --dotnetprofile=unityaot-linux --profiler-report --profiler-output-file=C:/Users/GD/tre/Library/Bee/artifacts/il2cpp_conv_bs0c.traceevents --print-command-line
Error: IL2CPP error (no further information about what managed code was being converted is available)
System.AggregateException: One or more errors occurred. (The given key 'nop' was not present in the dictionary.)
---> System.Collections.Generic.KeyNotFoundException: The given key 'nop' was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at Unity.IL2CPP.DataModel.Instruction..ctor(Instruction instruction)
at Unity.IL2CPP.DataModel.BuildLogic.Populaters.MethodBodyPopulator.CreateInstructions(CecilSourcedAssemblyData assemblyDef, MethodDefinition method, MethodDefinition source, ReadOnlyCollection`1 variables, Dictionary`2& instructionMap)
at Unity.IL2CPP.DataModel.BuildLogic.Populaters.MethodBodyPopulator.PopulateMethodBody(CecilSourcedAssemblyData assemblyData, MethodDefinition method, MethodDefinition source)
at Unity.IL2CPP.DataModel.BuildLogic.Populaters.DefinitionPopulater.PopulateMethodDefs(CecilSourcedAssemblyData assemblyData, TypeDefinition typeDef)
at Unity.IL2CPP.DataModel.BuildLogic.Populaters.DefinitionPopulater.PopulateTypeDef(TypeContext context, UnderConstructionMember`2 type)
at Unity.IL2CPP.DataModel.BuildLogic.DataModelBuilder.<PopulateCecilSourcedDefinitions>b__13_1(UnderConstructionMember`2 typeDef)
at System.Threading.Tasks.Parallel.<>c__DisplayClass44_0`2.<PartitionerForEachWorker>b__1(IEnumerator& partitionState, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
--- End of stack trace from previous location ---
at System.Threading.Tasks.Parallel.<>c__DisplayClass44_0`2.<PartitionerForEachWorker>b__1(IEnumerator& partitionState, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
at System.Threading.Tasks.TaskReplicator.Replica`1.ExecuteAction(Boolean& yieldedBeforeCompletion)
at System.Threading.Tasks.TaskReplicator.Replica.Execute()
--- End of inner exception stack trace ---
at System.Threading.Tasks.TaskReplicator.Run[TState](ReplicatableUserAction`1 action, ParallelOptions options, Boolean stopOnFirstFailure)
at System.Threading.Tasks.Parallel.PartitionerForEachWorker[TSource,TLocal](Partitioner`1 source, ParallelOptions parallelOptions, Action`1 simpleBody, Action`2 bodyWithState, Action`3 bodyWithStateAndIndex, Func`4 bodyWithStateAndLocal, Func`5 bodyWithEverything, Func`1 localInit, Action`1 localFinally)
--- End of stack trace from previous location ---
at System.Threading.Tasks.Parallel.ThrowSingleCancellationExceptionOrOtherException(ICollection exceptions, CancellationToken cancelToken, Exception otherException)
at System.Threading.Tasks.Parallel.PartitionerForEachWorker[TSource,TLocal](Partitioner`1 source, ParallelOptions parallelOptions, Action`1 simpleBody, Action`2 bodyWithState, Action`3 bodyWithStateAndIndex, Func`4 bodyWithStateAndLocal, Func`5 bodyWithEverything, Func`1 localInit, Action`1 localFinally)
at System.Threading.Tasks.Parallel.ForEachWorker[TSource,TLocal](IEnumerable`1 source, ParallelOptions parallelOptions, Action`1 body, Action`2 bodyWithState, Action`3 bodyWithStateAndIndex, Func`4 bodyWithStateAndLocal, Func`5 bodyWithEverything, Func`1 localInit, Action`1 localFinally)
at System.Threading.Tasks.Parallel.ForEach[TSource](IEnumerable`1 source, Action`1 body)
at Unity.IL2CPP.DataModel.BuildLogic.Utils.ParallelHelpers.ForEach[TSource](IEnumerable`1 source, Action`1 func, Boolean enableSerial)
at Unity.IL2CPP.DataModel.BuildLogic.DataModelBuilder.PopulateCecilSourcedDefinitions(ReadOnlyCollection`1 assemblyData)
at Unity.IL2CPP.DataModel.BuildLogic.DataModelBuilder.Build()

Antwort
Support vor 2 Wochen

For the moment not but we are working on a solution to manage this via assembly definitions - we think this should do the job. But it will take 3-4 weeks until we will release that.

0
Beantwortet

Install Assets (realvirtual.io Digital Twin) doesn't work

Erik Plantenga vor 1 Monat in realvirtual.io Starter and Professional aktualisiert von Support vor 1 Monat 6

I bought the 'realvirtual.io Digital Twin Asset', I think there are 2 options to get it running:

1) Via the Asset Store -> click on 'open in Unity' (After clicking there are no extra asset visible, see image).

2) Via 'import custom package' (I don't know which file to open, see image). 

Image 885

0
Fertiggestellt

Animation Export?

jcdas vor 2 Monaten in realvirtual.io Starter and Professional aktualisiert von Support vor 2 Monaten 6

Is it possible to export an animation of a certain duration using realvirtual.io and unity?

The animation would be fixed (the same every time) so you can use a speed multiplier, fast-forward, rewind, and choose the time using a scroll bar also while being able to navigate around the 3D scene.

Perhaps an FBX animation? 

Any help would be greatly appreciated.

Antwort
Support vor 2 Monaten

Hi,

this currently not possible within a build using realvirtual. You have this possibility only within unity by using the DriveRecorder. Within such a recording you can jump to certain frames. A speed multiplier is available when you start your scene in unity game mode. Using the speed multiplier within a replay of the recordering is currently not possible. 
You could implement this on your own because our code is open to do so.

Regards Christin

0
Beantwortet

stopping conveyors and having multiple transport surfaces

Nandish gowda vor 2 Monaten in realvirtual.io Starter and Professional aktualisiert vor 2 Monaten 5

Hey I started working on this university project of creating a digital twin of physical model in lab. But I have run into some problems so the idea here is that the MU has to move to the position in front of  gantry drive and then has to comeback on the same conveyor. While coming back, the turn table which is between two conveyors has to turn while also stoping TS which it has. My problems are...

1) Stopping the conveyor with drive sequence at a specific destination and for a chosen conveyor is not working.(professional licence not available for us yet!) I have used PLC signals and sensors, I can start the conveyor drives but cannot stop them.

2) Giving kinematic to conveyors is not working for me hence I have given all drive behaviours directly on CAD. Is there something I have missed for this not working?

3) And I still do not understand the movement of rotating turn table while two separate transport surfaces moving and stopping MU whenever needed. I cannot seem to be able to do them simultaneously. I have seen and tried to use parent drive but it did not work. I have also seen many videos and read manual in website multiple times but giving multiple(linear & rotational) drives and stopping them is still not possible for me.

4) is it possible to rotate the turn table only when coming back and not while moving forward? if yes, any hints to how would be great.

Thank you in advance! Moving MU

0
Beantwortet

Help with model setup

Manish Otto vor 3 Monaten in realvirtual.io Starter and Professional aktualisiert von Support vor 3 Monaten 3

New Setup - Tut 5 test.mp4

Hello,

I'm trying this simple setup of pushing a MU off a conveyor belt with a pusher or deflector. However, as seen in the video, the pusher moves right through the MU. Please help me to change the settings and understand the reasoning behind the same. I'm using the starter pack and have followed the procedures as per the tutorials to date. So all the settings are set to default, or as suggested in the videos. Thanks for your help!

Antwort
Support vor 3 Monaten

Hello,

Please make sure that the MUs and the pusher have sufficient colliders. Nevertheless, the elements must be on certain  layers: MU --> g4aMU; Pusher --> g4aTransport.(set in the inspector) The current parameter of the collider interaction you'll find here: Edit/Projectsettings/Physics.

Let me know if this solves the issue.

0
Beantwortet

Import nodes remains importing for ever

Elio vor 3 Monaten in realvirtual.io Starter and Professional aktualisiert von Support vor 2 Monaten 2

fallo_opc_prosys.pcapng

Hello all,

My application gets stuck when trying to import nodes in Unity3D from the Prosys OPC UA Simulation Server. It shows a window saying "Hold on... Importing assets", but it never ends. Here is a capture from Wireshark showing the messages exchanged. Any ideas?

Antwort
Support vor 2 Monaten

You might have an extreme number of nodes in your opcua server. Please limit it by selecting a topnode-id which has lower number of nodes. 

0
Beantwortet

Inspector-items turning grey

Bear vor 4 Monaten in realvirtual.io Starter and Professional aktualisiert von Support vor 3 Monaten 6

Hi,

new here. I looked at the scene "DemoGame4Automation". I want to replicate that in my own project, but have the problem that as soon as I add the "RobotIK"-script and a path and target, all axes under the robot are greyed out. I am also unable to change values in the inspector then. Any solutions to this?

Regards,

Jan

Antwort
Support vor 3 Monaten

Hello,

I have checked your upload.
The definition of the axis within the RobotIK component is missing. (see screenshot below).
Please define it and use the option above to update the drives.
There was also an error message in the console pointing in this direction.