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0
Answered

Dies ist eine Frage zur Änderung der Farbe des Konveyor-Teils.

Mr Jin 2 years ago in realvirtual.io Starter and Professional updated by Support 2 years ago 4

Hallo. Ich benutze Game4Automation Simulation gut. Ich möchte wissen, wie man die Farbe eines Conveyor-Teils ändern kann.

Answer
Support 2 years ago

You just need to drag and drop a material with the wished color on the mesh of the frame.

0
Answered

Problems with Transformation of Chains

Nicola Lienhöft 2 years ago in realvirtual.io Starter and Professional updated by Support 2 years ago 5

Hello,

I created a chain with chain elements and it is working fine. Now I tried to make a copy and turn it around 90°Z. Some of the chain elements are now moving in a wrong direction, but not reproduceable. Even if I create a new spline and replace all scripts, it is not working corrrectly. Shifting along the axes works, but turning is not possible.
Does someone know a trick?

Answer
Support 2 years ago

Can you send us your example and we will check it.

0
Under review

OPCUA doesnt connnect on unity executable

mcouso 2 years ago in realvirtual.io Starter and Professional updated by Support 2 years ago 7

Hello,


i have been working on a project that uses OPCUA to get some data from a server and when I execut it on the editor of Unity everything works fine but when I try to make the executable for windows platforms, in the executable doesn't connect to the server. Do I need to use any special settings to do the build on Windows?


Please if someone could help me with this I would really apreciate it. Thank you

Answer
Support 2 years ago

Hard to say. Are you able to get the Log data when you start it as a compiled version. There should be no special settings you need to consider. You could also use this Asset to get  the Console Log in the Unity Player Window:

https://assetstore.unity.com/packages/tools/gui/in-game-debug-console-68068

0
Fixed

Problem after import game4automation assert

Tobias Berle 2 years ago in realvirtual.io Starter and Professional updated 2 years ago 7

Hello,

I have a problem with the game4automation assets. My first project works very well but now I started a new one and after I installed the game4automation again I could add the game4automation asset again to this new project. But I have no tab in the menu bar from game4automation and in the console following errors:

Assets\game4automation\Professional\LogicStep_CinemachineCamera.cs(5,7): error CS0246: The type or namespace name 'Cinemachine' could not be found (are you missing a using directive or an assembly reference?)

Assets\game4automation\private\Game4AutomationController.cs(17,7): error CS0246: The type or namespace name 'Cinemachine' could not be found (are you missing a using directive or an assembly reference?)

Assets\game4automation\Professional\LogicStep_CinemachineCamera.cs(21,42): error CS0246: The type or namespace name 'CinemachineBlendDefinition' could not be found (are you missing a using directive or an assembly reference?)


1. Question:
Do I must install the game4automation asset every time when I start a new project?

After I saved it and opened the cell again I got following error:

Image 555

If I press "Enter Safe Mode" it shows me the same error.

After I close the safe mode it loads some parts from game4automation. In the tab I have the new one with game4automation but only one entry and in the project I lose my game4automation asset.

Image 556

What can I do to bring game4automation to run?

Or what do I wrong?

Best Tobias

Answer
Support 2 years ago

I see, you seem to use latest beta - which has a bug and is not working without Cinemachine - please use the latest official release (2020.15).

0
Answered

Problem with collisions

Bo Adam 2 years ago in realvirtual.io Starter and Professional updated by Support 2 years ago 7

Hello,

It's me again, I have a problem with a MU, I "spawn" This mu onto a transport surface in g4atransport. It stays in position and can be gripped by the gripper. But when the gripper places it into a warehouse (With a mesh collider) It just falls through the warehouse and floor.
Below are the warehouse settings and the carrier (MU) settings

Image 551

Image 552

Image 553

Answer
Support 2 years ago

It is hard to say what your problem is - everything should work out the box. Can you send your project with a description where the problem occurs and I will directly check in your projet.

0
Fixed

Unity Editor NullReferenceException when clicking on GameObjects

AndreS 2 years ago in realvirtual.io Starter and Professional updated by Support 2 years ago 3

Hello,

i am experiencing NullReferenceExceptions and out of Bounds - Debug.LogErrors in the Unity Editor with the Game4Automation Professional Package installed.

Steps to recreate the behaviour are 

- take a empty project

- import the G4A Professional 2020.15 package

- click on the "PlasticBox" Gameobject

You will be flooded with following errors:

Image 548


Retrieving array element that was out of bounds
UnityEditor.SerializedProperty:GetArrayElementAtIndex (int)
NaughtyAttributes.Editor.ReorderableListPropertyDrawer/<>c__DisplayClass6_0:b__2 (int) (at Assets/game4automation/private/Tools/NaughtyAttributes/Editor/PropertyDrawers_SpecialCase/ReorderableListPropertyDrawer.cs:78)
UnityEditorInternal.ReorderableList:CacheIfNeeded ()
UnityEditorInternal.ReorderableList:GetListElementHeight ()
UnityEditorInternal.ReorderableList:DoLayoutList ()
NaughtyAttributes.Editor.ReorderableListPropertyDrawer:OnGUI_Internal (UnityEngine.Rect,UnityEditor.SerializedProperty,UnityEngine.GUIContent) (at Assets/game4automation/private/Tools/NaughtyAttributes/Editor/PropertyDrawers_SpecialCase/ReorderableListPropertyDrawer.cs:89)
NaughtyAttributes.Editor.SpecialCasePropertyDrawerBase:OnGUI (UnityEngine.Rect,UnityEditor.SerializedProperty) (at Assets/game4automation/private/Tools/NaughtyAttributes/Editor/PropertyDrawers_SpecialCase/SpecialCasePropertyDrawerBase.cs:32)
NaughtyAttributes.Editor.NaughtyEditorGUI:PropertyField_Implementation (UnityEngine.Rect,UnityEditor.SerializedProperty,bool,NaughtyAttributes.Editor.NaughtyEditorGUI/PropertyFieldFunction) (at Assets/game4automation/private/Tools/NaughtyAttributes/Editor/Utility/NaughtyEditorGUI.cs:47)
NaughtyAttributes.Editor.NaughtyEditorGUI:PropertyField_Layout (UnityEditor.SerializedProperty,bool) (at Assets/game4automation/private/Tools/NaughtyAttributes/Editor/Utility/NaughtyEditorGUI.cs:29)
NaughtyAttributes.Editor.NaughtyInspector:DrawSerializedProperties () (at Assets/game4automation/private/Tools/NaughtyAttributes/Editor/NaughtyInspector.cs:87)
NaughtyAttributes.Editor.NaughtyInspector:OnInspectorGUI () (at Assets/game4automation/private/Tools/NaughtyAttributes/Editor/NaughtyInspector.cs:47)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)


NullReferenceException: Object reference not set to an instance of an object
UnityEditor.PropertyHandler.GetHeight (UnityEditor.SerializedProperty property, UnityEngine.GUIContent label, System.Boolean includeChildren) (at <3371b3e2e5754acd87e600e068350da5>:0)
UnityEditor.EditorGUI.GetPropertyHeightInternal (UnityEditor.SerializedProperty property, UnityEngine.GUIContent label, System.Boolean includeChildren) (at <3371b3e2e5754acd87e600e068350da5>:0)
UnityEditor.EditorGUI.GetPropertyHeight (UnityEditor.SerializedProperty property, UnityEngine.GUIContent label, System.Boolean includeChildren) (at <3371b3e2e5754acd87e600e068350da5>:0)
UnityEditor.EditorGUI.GetPropertyHeight (UnityEditor.SerializedProperty property) (at <3371b3e2e5754acd87e600e068350da5>:0)
NaughtyAttributes.Editor.ReorderableListPropertyDrawer+<>c__DisplayClass6_0.b__2 (System.Int32 index) (at Assets/game4automation/private/Tools/NaughtyAttributes/Editor/PropertyDrawers_SpecialCase/ReorderableListPropertyDrawer.cs:78)
UnityEditorInternal.ReorderableList.CacheIfNeeded () (at <3371b3e2e5754acd87e600e068350da5>:0)
UnityEditorInternal.ReorderableList.GetListElementHeight () (at <3371b3e2e5754acd87e600e068350da5>:0)
UnityEditorInternal.ReorderableList.DoLayoutList () (at <3371b3e2e5754acd87e600e068350da5>:0)
NaughtyAttributes.Editor.ReorderableListPropertyDrawer.OnGUI_Internal (UnityEngine.Rect rect, UnityEditor.SerializedProperty property, UnityEngine.GUIContent label) (at Assets/game4automation/private/Tools/NaughtyAttributes/Editor/PropertyDrawers_SpecialCase/ReorderableListPropertyDrawer.cs:89)
NaughtyAttributes.Editor.SpecialCasePropertyDrawerBase.OnGUI (UnityEngine.Rect rect, UnityEditor.SerializedProperty property) (at Assets/game4automation/private/Tools/NaughtyAttributes/Editor/PropertyDrawers_SpecialCase/SpecialCasePropertyDrawerBase.cs:32)
NaughtyAttributes.Editor.NaughtyEditorGUI.PropertyField_Implementation (UnityEngine.Rect rect, UnityEditor.SerializedProperty property, System.Boolean includeChildren, NaughtyAttributes.Editor.NaughtyEditorGUI+PropertyFieldFunction propertyFieldFunction) (at Assets/game4automation/private/Tools/NaughtyAttributes/Editor/Utility/NaughtyEditorGUI.cs:47)
NaughtyAttributes.Editor.NaughtyEditorGUI.PropertyField_Layout (UnityEditor.SerializedProperty property, System.Boolean includeChildren) (at Assets/game4automation/private/Tools/NaughtyAttributes/Editor/Utility/NaughtyEditorGUI.cs:29)
NaughtyAttributes.Editor.NaughtyInspector.DrawSerializedProperties () (at Assets/game4automation/private/Tools/NaughtyAttributes/Editor/NaughtyInspector.cs:87)
NaughtyAttributes.Editor.NaughtyInspector.OnInspectorGUI () (at Assets/game4automation/private/Tools/NaughtyAttributes/Editor/NaughtyInspector.cs:47)
UnityEditor.UIElements.InspectorElement+<>c__DisplayClass59_0.b__0 () (at :0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)




My Setup:


- Unity 2020.3.33f1 LTS ( this also occures at the newest released Unity 2021.3 LTS Version )

- an empty Project

What did i try?

- Scripting Define Symbols are set

Image 549

- the "game4automation -> apply standard settings" doesnt change anything

- deleting the current Version of NaughtyAttributes in the folder "Assets/game4automation/private/Tools" and importing the current release of NaughtyAttributes of github to the project

Everything is working as expected in old LTS Versions, like Unity 2020.3.19.

Answer
Support 2 years ago

Hi, thanks for the feedback. So it seems that it was indeed a Unity bug.

0
Answered

Navigation in Game Modus

Tobias Berle 2 years ago in realvirtual.io Starter and Professional updated 2 years ago 3

Hallo Herr Strigl,


in meinem Projekt habe ich das game4automation asset hinzugefügt. Allerdings kann ich weder navigieren, noch reagiert der „Game“ Modus auf meine Mausklicks.

Wenn ich unter dem „Event System“ die „Add Default Input Modules“ lade wird mir folgender Fehler angezeigt. Wenn ich dies wie beschrieben ersetzte, funktionieren die Mausklicks in der „Game“ View aber bewegen kann ich mich immer noch nicht.

Image 544

Image 545

Image 546

Answer
Support 2 years ago

Game4Automation is using the old input system and it should work out off the box in an empty project. You don't need to add anything else - besides game4automation into your scene. Please check if your project settings are like this - specially active input handling and scripting define symbols:

0
Answered

Question about rotating transport surface

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

Hello,

I am currently working on a project which uses a conveyor on a rotating axis. I got this all to work, but when the conveyor rotates the transport surface is in the wrong direction (It doesn't change with the rotation of the part) 

"Draaitafel" is the GameObject that rotates, it contains the transport surfaces (which are in the conveyor game object) and a frame +sensors. The drive script of the transport surfaces is made on the Conveyor gameobject. I have tried putting it on "Draaistation" but no success with that either.

Hope you can help! 

With kind regards,

Bo

0

Hello Thomas,I noticed PLCsim advanced Interface only support English name

Hello Thomas,I noticed PLCsim advanced Interface only support English name,when I input Chinese name it shows ???? in Unity and I could not use them。Could you support Chinese name in future?Most of people are not good at English in China,thank you Thomas。

Image 520

Image 521

0
Answered

Integrating detailled hardware behavior models into Unity

unity 2 years ago in realvirtual.io Starter and Professional updated by Support 2 years ago 1

Good day to you,

We have been using your asset Game4Automation Professional for a few weeks now and are very impressed with its functionalities. We quickly found out that especially the interoperability between tools and the intransparency of different company landscapes make the biggest troubles.


We also use another VIBN tool that already provides many libraries and templates for behavior models of drives, for example. These are mapped in FBD or a similar language, and there is also an image of this as XML, which can apparently be used for the external VIBN tool's C# programming. How to use this, however, we neither know for the external tool nor for Game4Automation yet. In order not to have to create a new behavior model for the drives of our VIBN in Unity every time, it would be good if we could take over the existing models completely or at least only with small adjustments. Do you already have experience with this, or do you know customers who have to deal with the same problems?


After further research we came across FMI, among others, which is supported by G4A Pro. Is this interface the right one to integrate behavior models from, for example, a Sinamics S120 drive from Siemens into Unity?

Or do we always have to access a library of an external tool for this? We can't currently test the FMI export of the other VIBN tool because it costs extra, so we'd like to make sure we're on the right track before purchasing it.


Do you furthermore have experience whether component manufacturers share the behavior models of their products with customers (especially also as FMI)?

Answer
Support 2 years ago

Hi, 

FMI could be the future standard for behavioral model exchange, but currently it seems that you can't get FMUs of any component from the OEMs. And I'm pretty sure that you can't export FMUs from Simit, for example, and that Siemens doesn't provide FMUs for their own drives (Siemens is interested in selling Simit, not replacing it ;-)). Currently I would not rely on FMUs to replace own behavior models. Unfortunately, I don't see an industry accepted standard being available anytime soon. If you are a Simit user and have your own behavior models, then you can continue to use them and Simit along with Game4Automation.

I hope this helps, even though it may not be the answer I was hoping for.

Best regards

Thomas