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0
Not a bug

Fixer not fixing properly?

David Hallahan PEng 1 year ago in realvirtual.io Starter and Professional updated 1 year ago 2

Hi, 

I am quite stumped by the Fixer's behaviour. This should be simple functionality and it does not seem to work for me. It appears linked to how the "MUs Fixed" array is updating (or not updating). 

I have this gripper (grip & sensor) (yellow), MU (blue) and Fixer (red).

Image 990


Picking works fine.

Image 991


At this point, the MUS Fixed array is empty and the MU has been picked. 

Image 992

As soon as the MU is moved into the Fixer the MUS Fixed array updates but the MU is not actually fixed. And 'Place Objects' on the Grip has no effect. 


Image 993

At this point, 'Place Objects' was clicked while in the Fixer collider but was not Fixed. 


Image 994


 But if I clear the MUS Fixed array then re-enter the Fixer with 'Placed Objects' on, the MU becomes Fixed. 

Image 995

Image 996

Picking works but the MUS Fixed array is not cleared. 

Image 997

Placing again will not work until the MUS Fixed array is cleared manually. MUS Entered array is never updated.

I notice that in the Gripping MUs sample this does seem to work and arrays are updated properly. But there's a number of signals in use in that demo. Perhaps it works only when PLC signals are used. But it would be nice if it worked without the PLC signals. 

Answer
Support 1 year ago

Hi,

I have setup the situation as you described. 
The settings in my Grip-script are the following:

Image 998

With this settings it works when you switch between pick and place during the game mode. The Fixer only keep the MU if the gripper is set to place. The gripper always holds the higher priority.

According to your screen shots I'm not quite sure how the picking was able to work because there is no pick mode defined.

(for this have a closer look in out documentation: Grip - realvirtual.io User Documentation (gitbook.com).

Kind regards 

Christin

0
Answered

logicstep

Gio 1 year ago in realvirtual.io Starter and Professional updated by Support 1 year ago 2

Image 982

I added a Logicstep script, but there is an error in the above screenshot, what is the reason?

Answer
Support 1 year ago

Hi, this is a non blocking step - this is why it is getting in a infinite loop.

0
Fixed

Assertion failed on expression: 'CompareApproximately(SqrMagnitude(result), 1.0F)'

R S 1 year ago in realvirtual.io Starter and Professional updated by Support 1 year ago 2

I played the project on the "Game" screen. However, when I click the right mouse button, I get the following error and nothing is rendered on the "Game" screen.

- Assertion failed on expression: 'CompareApproximately(SqrMagnitude(result), 1.0F)'
UnityEngine.Quaternion:Internal_FromEulerRad (UnityEngine.Vector3)

- transform.position assign attempt for 'Main Camera' is not valid. Input position is { NaN, NaN, NaN }.
UnityEngine.Transform:set_position (UnityEngine.Vector3)

Ubuntu22.04, Unity 2022.3.7f1, realvirtual.io Digital Twin Professional 2022 Ver.2022.6.0Ubuntu22.04, Unity 2022.3.7f1, realvirtual.io Digital Twin Professional 2022 Ver.2022.6.0

Screencast from 2023年08月16日 23時43分29秒.webm

Answer
Support 1 year ago

Got it - Linux is not supporting Screen.dpi. You should insert this in line 456 in SceneMouseNavigation. It will be part of the next release in 3-4 weeks, for the moment you should change the code manually.

#if (UNITY_EDTOR_LINUX || UNITY_STANDALONE_LINUX)
DPIScale = 1;
#else
DPIScale = 144/Screen.dpi;
#endif

0
Fixed

Error importing the Package Ver.2022.6.0

R S 1 year ago in realvirtual.io Starter and Professional updated by Support 1 year ago 2

Image 947

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

Unable to update following assemblies:Assets/realvirtual/CADLink/private/CMC-Kiesel/Plugins/CMCKiesel.UnityNativeImporter.dll (Name = CMCKiesel.UnityNativeImporter, Error = 131

Ubuntu22.04, Unity 2022.3.7f1, realvirtual.io Digital Twin Professional 2022 Ver.2022.6.0

Answer
Support 1 year ago

We changed and adopted all compile switches and Settings to Unity Editor on Linux. It will be in a few hours as a patch on the Unity Asset store. Please note, that SpaceNavigator, some special Interfaces (like SHM based for Simit) and CAD Step Import won't be available on Linux.

0
Answered

Connection with hololens 2

Fred André 1 year ago in realvirtual.io Starter and Professional updated by Support 1 year ago 2

is it possible to use the hololens 2, robo dk and realvirtual.io, so that I can manipulate the robot in augmented reality using the glasses (using my hands to move the robot or use gestures)?

0
Fixed

Interface Siemens SIMIT (PRO) to UNITY

Benjamin@WSA 2 years ago in realvirtual.io Starter and Professional updated by Support 1 year ago 5

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?

Image 916

Image 917

Thanks a lot for your help

Answer
Support 1 year ago

It is fixed in realvirtual Professional 2021.19 and 2022.02 and above.

0
Answered

Postprocessing works only in the editor

dgcrt 2 years ago in realvirtual.io Starter and Professional updated by Support 1 year ago 8

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.

Answer
Support 1 year ago

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

0
Not a bug

il2cpp error

dgcrt 2 years ago in realvirtual.io Starter and Professional updated by Support 2 years ago 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()

Answer
Support 2 years ago

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
Answered

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

Erik Plantenga 2 years ago in realvirtual.io Starter and Professional updated by Support 2 years ago 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
Completed

Animation Export?

jcdas 2 years ago in realvirtual.io Starter and Professional updated by Support 2 years ago 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.

Answer
Support 2 years ago

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