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0
Fixed

Interface to SIMIT via SHM not working in build

DAT vor 5 Jahren in realvirtual.io Starter and Professional aktualisiert von Support vor 5 Jahren 6

I have recently bought the game4automation Pro, as I need simit and unity to communicate with eachother.

I have no issues getting SIMIT and unity to communicate via the SHM interface when using the "play" button from the editor, but when I run a compiled application Unity and SIMIT do not communicate.


I have tried to use both "2019.1.14f1" and "2018.4.9f1 LTS" versions of unity. As the function "Apply Standard Settings" fail in my "2019.1.14f1" project but switching to "2018.4.9f1 LTS" where the function runs without error did not help.

"GAME4AUTOMATION_PROFESSIONAL;GAME4AUTOMATION" is present in the "Scripting Define Symbols" field.

what am I missing?


Antwort
Support vor 5 Jahren

Hi Dat,

I uploaded Version 1.020 to Unity's Asset Store. This should fix the problems. You can now use pure .Net4.0 projects. Also CADLink is now able to compile wit .Net4.0 settings.

It will be availabe latest on Monday on the store.

Thomas

0
Beantwortet

Problems with SignalChanged behaviour of PLCOutput class

Tim Peperkamp vor 5 Jahren in realvirtual.io Starter and Professional aktualisiert vor 5 Jahren 19

Dear game4utomation team,

Recently we bought the Game4Automation Pro Asset in Unity, and so far we really like it.

We set up a simple project in Simit and managed to get the interface working with the shared memory solution.

For this we used the Update() method off Unity, now we would like to use a event based system to reduce the load on the system. In the PLCOutput class the event SignalChanged is available and we tried to implement this.

So in this example we would like to toggle a bool to change the color on a traffic light.

public class Verkeerslicht3 : NetworkBehaviour

{

public Material yellowMaterial;

public PLCOutputBool yellowEnable;

public MeshRenderer yellowMeshRenderer;

void Start()

{

yellowEnable.SignalChanged += OnYellowEnableStateChange;

}


private void OnYellowEnableStateChange(Signal obj)

{

RpcSetGeel(obj);

}


[ClientRpc]

private void RpcSetGeel(bool state)

{

yellowMeshRenderer.material = state ? yellowMaterial : disabledMaterial;

}

But if we toggle the Bool in Simit the OnYellowEnableStateChange is not called.

Can you help with this?

Antwort
Support vor 5 Jahren

Hi Tim,

there was a problem with the automatic settings of the defines.

Please check if the PLCOutput Script was added to your variable automatically:


If not please set in the defines manually "GAME4AUTOMATION" and reimport all OPCSignals.


Now it should work

0
Beantwortet

Bidirectional communication with "Starter"- version or other version possible?

Leon vor 5 Jahren in realvirtual.io Starter and Professional aktualisiert von Support vor 5 Jahren 4

Hello,

I would like to create a digital twin of an already existing system, which is using a S7-1500 controller.

Is the basic version capable to create a bidirectional communication between the digital twin and the real system?

Does a change in state of the physical object directly lead to a change in state of the digital twin and the other way around?

Cheers,

Leon

Antwort
Support vor 5 Jahren

Hi Leon,

1) yes this is the case. In Professional there is the 3MF interface included (since yesterday). You can directly import from all CAD-Systems which are able to export 3MF. Professional will get aditional features fur the 3MF interface like Updating, Mesh reduction .....

2) Yes you only need to buy and use PixYZ if you want to import the mentioned formats. Which CAD System are you using. For Solidworks we will have soon addtional export functions (as Solidworks makro) which will be more than what PIXYZ is able to do (like export kinematics).

3) Yes, 3MF with Game4Automation Professional - the rest is standard unity.

4) Yes it is. The 3MF interface is just a script attached to a GameObject. You can use it also in Runtime (during simulation).

Best regards

Thomas