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            Suggestion regarding DriveToTarget()
        
    
    
    
    I found it useful to change DriveToTarget to this;
public bool DriveToTarget(IKTarget target)
it returns true if the target was reachable otherwise false
Hi, thanks for the suggestion - we will implement that for the next release (in the next 2 weeks).
        
            
            
	
		
		
		
			
		
		
	
              
            
            
            SetDriveTransformToValue issue
        
    
    
    
    I have Rotation Drives on the pivots of a robot arm.
To set a 'pose' position I am using "SetDriveTransformToValue" with an angle parameter for each drive.
That part works, however when I then use "drive.CurrentPosition" it gives me the wrong answer and also the limits become in the wrong place.
I tried using "drive.Offset" and "drive.DriveReset" but these did nothing.
The drive transform in Unity Editor does show the correct angle, it's the CurrentPosition that seems to be the problem or it may be I am not using it correctly. 
 
Hi, for setting a Drives position from external code you should just use Drive.CurrentPosition = NewPosition.
This will directly set the new position. You should use it in FixedUpdate and if you want to have a smooth movement you need to take care on your own about the interpolation.
The methods you used are misleading (and even not used from our side) - we will delete the in one of the next releases.
        
            
            
	
		
		
		
			
		
		
	
              
            
            
            Real Time IK Mode
        
    
    
    
    
    
    
    
	Hello,
Robot arm.
I need to move the robot TCP object using a joystick and have the robot follow, as it does in 'add target edit mode'.
This has to work not in edit mode but in Unity run mode. I have no problem moving the TCP object, the problem is having the robot follow it in real time.
Can you please advise how this can be done ?
        
            
            
	
		
		
		
			
		
		
	
              
            
            
            Unity Input System Problem
        
    
    
    
    
    
    
    
	Hello, I am new to realvirtual but have followed some tutorial videos with success using the professional version.
I have a problem though with inputs, it appears the Unity input system under Project Settings is being used by the game4automation system.
I tried to use an XBOX controller for moving a robot arm in Axis mode but the joystick inputs are not working as they do with just the native Unity input system.
What do I need to do to get this working please.
Hi, I am sorry. I don't have an answer to that out of the box. Yes we are using old (standard) input system. Maybe this collides with the XBOX Controller system. I don't know which kind of input system the XBOX Controller is using. Maybe you need to do changes within the game4automation folder in the scene, changing settings of the input module or changing things in the code of scene mouse navigation.
        
            
            
	
		
		
		
			
		
		
	
              
            
            
            Event to subscribe to when import of Signals is finished?
        
    
    
    
    
    
    
    
	Hey hey,
i cant seem to find the proper way of knowing when the import of Signals through the PLCSimAdvanced Interface is finished and i can start working with the signals(ex. searching for Signals or reading/writing to them).
My background is, that i want to implement my own logic of connecting and working with the signals, the SignalManager doesnt has enough flexibility for me.
But i cant seem to find an Event Like thing to know when the import has been finished.
Yes i could implement it myself inside the interface, but after every Update it would be broken.
So is there a correct and intendent way of doing this?
Greetings
        
            
            
	
		
		
		
			
		
		
	
              
            
            
            Transport Oberfläche passt nicht zur Geschwindigkeit
        
    
    
    
    
    
    
    
	Hallo,
wenn ich eine Beschleunigung über eine SPS vorgebe, wenn ich die Drive_Speed benutze, verhält sich die Oberfläche sehr merkwürdig von einem Transport und passt nicht zur eigentlichen Bewegung. Wenn ich "Acceleration" deaktiviere sieht alles wieder gut aus. Ist dies noch ein Bug?
Was ist außerdem "Slow Acceleration"?
Hallo,
ich habe Ihnen eine Email mit einem aktualisierten Skript zukommen lassen. Ab dem nächsten Release ist die korrigierte Animation verfügbar.
Gruß Christin
        
            
            
	
		
		
		
			
		
		
	
              
            
            
            Importierte Variablen von Signal Manager gehen verloren
        
    
    
    
    
    
    
    
	Hallo,
ich benutze den Signal Manager um meine Variablen automatisch zu verbinden.
Das klappt soweit auch, aber sobald ich dieses auch für Sensoren versuche, scheitere ich.
Mein Script ist soweit nichts ungewöhnliches:
signalname = $"G4A_INX_{parentName}_{component.name}";   // define Signal name based on custom rule                
var signal = GetOrCreateSignal<PLCInputBool>(signalname);   // create the signal if not already there                
((Sensor_Standard) component).Occupied = signal; // connect the signal to the behavior model                 
EditorUtility.SetDirty(((Sensor_Standard) component).Occupied);
connected = true;
Wenn ich mir den Sensor jetzt ansehe, sind alles Variablen verbunden.
Aber wenn ich nun starte werden die Variablen nicht geschrieben. Wenn ich jetzt nochmal die Sensoren angucke sehe ich auch keine verbundene Variable mehr. Wenn ich aber bei meiner Variable gucke, steht dort immer noch das diese mit dem Sensor verbunden ist.
Bei dem Drive_Speed funktioniert alles. Ich kann alles lesen und schreiben. Aber bei einem einfachem Sensor hakt es irgendwo...
Mache ich etwas falsch? Braucht Ihr mehr Informationen?
        
            
            
	
		
		
		
			
		
		
	
              
            
            
            Robot Inverse Kinematics Only Available in PRO version Message?
        
    
    
    
    We just purchased the Pro version of Digital Twin and the Simulator from the Unity Asset Store. Everything is downloaded and imported, but we are getting an error "Inverse Kinematics For Robots is only included in Game4Automation Professional".
Is this a bug? Or are we missing some other purchase component?
Thanks in advance for your help!
Usually this message is caused if Scripting Define Symbols has no GAME4AUTOMATION_PROFESSIONAL defined.
It might be, that the install script did not started because of a compile error just after installation. Sometimes this is caused by NewtonsoftJson (see https://forum.game4automation.com/knowledge-bases/2/articles/283-problem-with-multiple-precompiled-assemblies-with-the-same-name-newtonsoftjsondll).
Please first check if there are no compile errors in your console log.
Secondly apply the standard settings game4automatioin > Apply Standard Settings

Now everything should be fine and you should see GAME4AUTOMATION_PROFESSIONAL in your Scripting Define Symbols:

        
            
            
	
		
		
		
			
		
		
	
              
            
            
            Bug in drive/transport unit
        
    
    
    
    
    
    
    
	Hello,
In one of my rotating transport units (the one with the lift) the transport surface goes forwards while backwards is toggled by the drive simple script. When I disable drive simple and toggle it by hand it works fine.
See the video for what i mean.
Unity rotating transport surface bug.mkv
Bo
Hello,
I have checked your videos. The problem is caused by the physics engine and the kinematic movement of the elements. I created a script to solve this. You have got this by e-mail. Within the next release this will also be available.
        
            
            
	
		
		
		
			
		
		
	
              
            
            
            Unity 2020.3.39f1 UWP deployment does not complete successfully
        
    
    
    
    Hello,
I am working with HoloLens and Unity 2020.3.39f1. I imported "game4automation-Professional-2020.15" and when I build my app as an UWP I get an error. I fixed the error by replacing both files "game4automation\private\Tools\ZIP\I18N.dll" & " game4automation\private\Tools\ZIP\I18N.West.dll" with a version targeting ".Net 4.x".
After this fix, I can successfully build the Visual Studio Solution. When I deploy the app to HoloLens, the deployment always stops at the same step.

 
In Unity 2019.4.40f1 with "game4automation-Professional-2019.13" I had to replace the same files. After that it worked and I could run the app on the HoloLens.
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