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Beantwortet

RV6: Disable Quick Edit in Play Mode

Andreas vor 3 Monaten in realvirtual.io Starter and Professional aktualisiert von Support vor 3 Monaten 1

Is it possible to turn off the activation of the quick edit menu in editor scene view in Play Mode?

I would like to manually activate and deactivate it with "F1".

It seems to use a lot of performance it play mode if it's on.

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Beantwortet

RV6: How to turn on the scene light?

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

I created a new RV6 scene and imported a model but it seems that the light is turned off.

If the same model gets imported into the demo scene it is illuminated.

How to fix that?

Model in new RV6 Scene:

Image 1335

Model in Demo Scene:

Image 1336

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Wird überprüft

Whether ROS2 communication function is supported during robot simulation

Seokhyun Lee vor 4 Monaten in realvirtual.io Starter and Professional aktualisiert vor 4 Monaten 2

Hello.

We are using realvirtual io pro version for robot Vision AI simulation.

Since our Vision AI program is based on ROS2, does the virtual robot we are making using realvirtual io support ROS2 communication?

If possible, please tell me which document or guide video I can watch to do it.

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Fertiggestellt

Robot IK for 6-axis multi-joint robot

Seokhyun Lee vor 4 Monaten in realvirtual.io Starter and Professional aktualisiert vor 4 Monaten 4

I checked the document that among the 6-axis multi-joint robots, only robots that can align TCP, Axis6, 5, and 4 in a straight line are possible for IK to work.

How can I apply IK to a 6-axis multi-joint robot (a robot where Axis6, 5, and 4 are not aligned in a straight line) like the one in the picture below?


Image 1331


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Not a bug

Fehlermeldungen demo REalvirtual starter

Juan López vor 4 Monaten in realvirtual.io Starter and Professional aktualisiert vor 4 Monaten 4

Image 1326

0
Gestartet

Found bug in MeasureRaycast.cs

Luke vor 5 Monaten in realvirtual.io Starter and Professional aktualisiert von Support vor 5 Monaten 2

I found and fixed a bug in the MeasureRaycast.cs script. Originally the "Raycast to Layer" setting would not work. I replaced the following lines.

layermask |= (1 << LayerMask.NameToLayer("RayCastToLayer"));
layermask = ~layermask;

With this

layermask = 1 << LayerMask.NameToLayer(RayCastToLayer);

And it seems to work now. Just posting for others in case they have the same issue.

Antwort
Support vor 5 Monaten

You are right - thanks a lot for reporting. Will be fixed in next release.

0
Not a bug

OPC UA PLC RECONNECT

Virgar Poulsen vor 6 Monaten in realvirtual.io Starter and Professional aktualisiert von Support vor 5 Monaten 3

If the PLC is disconnected, the application hangs/crashes. 

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Not a bug

Installation hangs on PLCInputFloat Icon.png

wilbert blom vor 7 Monaten in realvirtual.io Starter and Professional aktualisiert von Support vor 6 Monaten 2

When installing RealVirtual Pro from Package Manager the installation hangs on PLCInputFloat Icon.png when the HelloWindow appears. If I close the HelloWindow the installation continues.

Image 1322

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Beantwortet

PLC Input an PLC Output are disabled when pressing play

wilbert blom vor 8 Monaten in realvirtual.io Starter and Professional aktualisiert von Support vor 8 Monaten 1

I use RealVirtual starter. I have added the S7Interface to my Unity project. I have created a softplc with OpenPLC with a very simple program 

Image 1315

When I run it it works: values become true. 

Image 1321





I compiled it to a runtime that also works.

Image 1316

I have switched on S7 protocol for the softPLC

Image 1320




I can connect from Unity to the softplc

Image 1317


I have added the two signals to Unity

Image 1318


Image 1319

When I press Play in Unity the connection is made to the softPLC butboth PLC scripts are disabled.

Why is this ?

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Wird überprüft

How to tell wether a Path finished?

Nico vor 8 Monaten in realvirtual.io Starter and Professional aktualisiert von Support vor 8 Monaten 2

Hello,

I am currently working on a script that allows me to program linear movement (7th axis) for an IK robot between IKPaths. The script starts a drive destination after a Boolean is set or when a path has finished. After the linear movement, it either sets a signal or starts another path. Everything is working fine, but to check whether an IKPath has finished, I would like to use something like IKPath.PathIsFinished. However, this value does not seem to be set anywhere, even though it appears in the status bar of the IKPath inspector window.

Image 1311

I considered adding a line to the CheckNextTarget function, but ideally, I would prefer not to modify the realVirtual scripts directly:

Image 1313

Is this a bug? The value should be set somewhere...

Best regards,
Nico