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Interface Siemens SIMIT (PRO) to UNITY
Hello Thomas,
I would like to set up a connection from Unity to Simit via the "Siemens Simit (PRO)" interface. I downloaded the files from Siemens and installed according to the documentation. Then I tried to connect the whole thing to the realvirtual.io interface. The connection was also successful. According to the realvirtual.io documentation, the signals to be exchanged should be attached to the interface as "children". Now to the problem: Simit does not get the signals from Unity i have attached. Could you see where the Problem is?
Thanks a lot for your help
Postprocessing works only in the editor
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.
Hello,
I have checked your project and solved the problem:
- I added an empty game object to the hierarchy
- add to the layer "rvSelection"
- moved the post process volume from the main camera to the empty game object.
- added the scene in the build settings
With this the build was successful. Please evaluate this on your version and let me if it works.
Kind regards
Christin
il2cpp error
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()
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.
Install Assets (realvirtual.io Digital Twin) doesn't work
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).
Animation Export?
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.
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
stopping conveyors and having multiple transport surfaces
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
Help with model setup
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!
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.
Import nodes remains importing for ever
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?
Hi, we have found a solution for Prosys. It was a problem with the underlying OPCUA library. With this setting we are now able to import (you need to select a topnode). It will be included in the next release (2022.11). Please get in contact with us if you need a beta earlier.
Inspector-items turning grey
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
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.
Build Error UnityLinker.ex
When creating a test environment in Unity, I encountered an unsolvable error.
After
creating a basic scene using the basic documentation, it can be
displayed and controlled flawlessly in Unity play mode. Creating a build
of the project for UWP results in the following error code (see below).
Tried solutions for basic scene without add-ons except Game4Automation
- Using default settings (Game4Automaltion dropdown menu)
- Removing unsupported elements for UWP (https://doc.realvirtual.io/advanced-topics/supported-platforms ), if available
- Reinstalling and changing the build path of Unity
- Removal of features see https://forum.realvirtual.io/knowledge-bases/2/articles/290-build-error-in-version-202005
Experimental solutions
- Integration of MRTK-ToolKite 3 and configuration of Unity environment for HoloLens2/UWP
- Build of a project without Game4Automation only with MRTK3 (works)
- Removal of unused functions of the Game4Automation software.
Objective
for me is to build a S7 TCP/IP Connection with a HoloLens. This works
completely in play mode, even in connection with the MRTK 3 toolkit and
its functions. For this, the main controller script was modified to have
only the interface function. Again, the same error results.
I
have made the project available online once with a simple basic scene
and with the basic extension for the HoloLens needed for me.
About a feedback\Tips I would be happy.
Failed running C:\Program Files\Unity 2021.3.18f1\Editor\Data\il2cpp/build/deploy/UnityLinker.ex
Build completed with a result of 'Failed' in 20 seconds (19680 ms)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer
(UnityEditor.BuildPlayerOptions options) [0x002da] in
<42a64fd733d9417da1ea3a757ad9a96d>:0
at
UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean
askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions)
[0x00080] in <42a64fd733d9417da1ea3a757ad9a96d>:0
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Bei der Erstellung einer Testumgebung in Unity ist ein für mich nicht lösbarer Fehler aufgetretten.
Nach dem erstellen einer Grundszene anhand der Grundlagen Dokumentation lässt sich diese einwandfrei im Unity-Playmodus darstellen und kontrollieren. Bei der Erstellung eines Buildes des Projektes für UWP ergibt folgender Fehlercode (siehe unten).
Versuchte Lösungen für Grundszene ohne Add-ons außer Game4Automation
- Verwendung von Standarteinstellungen (Game4Automaltion Dropdown Menü)
- Entfernen von nicht supporteten Elementen für UWP (https://doc.realvirtual.io/advanced-topics/supported-platforms), soweit vorhanden
- Verwendung letzter Stable Unity Version 2021.3.18f1
- Neuinstallation und Änderung des Buildpath von Unity
- Entfernung der Funktionen siehe https://forum.realvirtual.io/knowledge-bases/2/articles/290-build-error-in-version-202005
Experimentelle Lösungen
- Eindung von MRTK-ToolKite 3 und Konfiguration der Unity Umgebung für HoloLens2/UWP
- Build eines Prokjektes ohne Game4Automation nur mit MRTK3 (funktioniert)
- Entfernung von nicht verwendenten Funktionen der Game4Automation Software
Zielstellung für mich ist es eine S7 TCP/IP Connection mit einer HoloLens herzustellen. Diese funktioniert vollständig im Playmodus, selbst in Verbindung mit dem MRTK 3 Toolkit und dessen Funktionen. Hierzu wurde das Main Controller Script abgeändert, dass nur noch die Interface Funktion vorhanden ist. Auch hier ergibt sich der gleiche Fehler.
Ich habe das Projekt online zur Verfügung gestellt einmal mit einer einfachen Grundszene und mit der für mich benötigten Grunderweiterung für die HoloLens.
Über einen Rückmeldung\Tipps würde ich mich freuen.
Failed running C:\Program Files\Unity 2021.3.18f1\Editor\Data\il2cpp/build/deploy/UnityLinker.ex
Build completed with a result of 'Failed' in 20 seconds (19680 ms)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002da] in <42a64fd733d9417da1ea3a757ad9a96d>:0
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <42a64fd733d9417da1ea3a757ad9a96d>:0
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
There first error is about I18N - please check if folder Tools/ZIP is in our project and delete that (and every code which is using ZIP - it is not essential needed)
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