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+1
Wird überprüft

Recorder

传说故事中国古代历史(中国历史传说) vor 1 vor einem Jahr in General Questions aktualisiert von Support vor 1 vor einem Jahr 1

我不会回放它。

+1
Fixed

Error importing the Package

rexgatling1988 vor 2 Jahren in realvirtual.io Starter and Professional aktualisiert von R S vor 1 vor einem Jahr 5

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

Assets/game4automation/private/RuntimeUI/SceneMouseNavigation.cs(801,38): error CS0103: The name 'SpaceNavigator' does not exist in the current context

Antwort
Support vor 1 vor einem Jahr

Is fixed in latest release.

+1
Wird überprüft

Circular conveyor belt

yangkang vor 2 Jahren aktualisiert von Support vor 2 Jahren 1

Hi

I wanted to achieve a circular conveyordemo effect (Fig1), a reference to radialConveyordemo (Fig2), but the MU transported in a circular conveyordemo is skewed in position, and I froze the XYZ rotation of the MU

Image 878

Fig 1

Image 877

Fig 2

+1
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OPCUA Interface - Error in activating session

Ernesto vor 3 Jahren in OPCUA4Unity aktualisiert von Support vor 2 Jahren 30

Dear all,

I'm having problems to connect to a remote OPC UA server using the OPCUA Interface Component.

I followed the "Connection troubleshouting" guidelines provided in "/game4automation/Documentation/opcua.html".

Configuring the OPC Server with "No security certificates and passwords" I could connect OPC Watch with the server (see Image):


Image 576


However, when I tried connecting through the Unity OPCUA Interface:


Image 577


I get the following error message:

OPCUA Interface - Error in activating session [BadUnknownResponse]
UnityEngine.Debug:LogError (object)
game4automation.OPCUA_Interface:Connect () (at Assets/game4automation/private/Interfaces/OPCUA4Unity/OPCUA_Interface.cs:179)
game4automation.OPCUA_Interface:EditorImportNodes () (at Assets/game4automation/private/Interfaces/OPCUA4Unity/OPCUA_Interface.cs:246)
game4automation.OPCUAInterfaceEditor:OnInspectorGUI () (at Assets/game4automation/private/Interfaces/OPCUA4Unity/private/Editor/OPCUAInterfaceEditor.cs:20)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)


As it can be seen in the last image, I'm using Unity 2021.3.2f1 Editor with Game4Automation Digital Twin Professional 2020.


Any idea of what I'm missing?


Thank you in advanced.

Antwort
Support vor 2 Jahren

Hi, I checked. I found an issue with reconnection, that is why I am attaching here a new script. This will be included in next release.

OPCUA_Interface.cs

The disconnect problem and the PLCOutputBool can't be reproduced here on my computer with Simit.

+1
Fixed

No Mutex PLCSim Advanced Interface proble

Pablo vor 3 Jahren in realvirtual.io Starter and Professional aktualisiert von Support vor 2 Jahren 18

Hello,

we are using the PLCSim Advanced Interface.

We can Import the PLCSignals without any Troubles:

Image 519

The first time that we start the simulation in Unity everything is working fine (COM OK).

But after we stop the unity editor and try to start again, we get “No Mutex”... so no communication is established between the plc and Unity.

We found out that creating a new PLC Instance and re-importing the signals “fix the error”... but just for the first run. Then we have to repeat the process of creating a new PLC again and again...

Could be some background process blocking the communication? Thank you in advance.

Antwort
Support vor 2 Jahren

Current working coupler.exe is available in the download area:

https://realvirtual.io/download/PLCSimAdvancedCoupler.exe

+1
Beantwortet

Robodk version with game4automation professional or game4automation OPC UA

efrensilveyra vor 4 Jahren in OPCUA4Unity aktualisiert von Support vor 4 Jahren 1

Which version of robodk is compatible with game4automation opc ua or game4automation professional. I ask, because I want to communicate robodk 4.0 with game4automation professional.

+1
Beantwortet

When will Unity 2019 be supported?

Stan vor 5 Jahren in OPCUA4Unity aktualisiert von Support vor 4 Jahren 5

Hello,


I was wondering when will OPC UA for Unity 2019 will be supported?

With kind regards,

Stan (Developer at Siemens)

Antwort
Support vor 4 Jahren

Hi, we have no tutorial about that.Even if Unity 2019 is not officially supported yet, you should be able to get it running. What is your problem. What kind of error messages do you have?

0

Robot IK Path (Target 0) Program - Not reachable

Hello. Realvirtual team.

I created a Robot IK Path (Target 0) while learning Robot IK following the realvirtual professional tutorial, 

but I have a question because IK cannot reach the Target 0.

I used the "ABB IRB4400" Robot model and performed the following tasks.

1) Robot 6-axis configuration and Drive settings

2) Robot TCP configuration

3) Add Robot IK component and then 6-axis and TCP settings

4) Path creation and then IK Path component

→ When I tried Add new Target, it said it cannot be reached. (It is clearly an area that can be reached.)
→ I also tried moving the Target here and there, but the robot does not follow at all.

Can you guide me on where I made a mistake and caused this situation?

Thanks.

Best regards,

Seokhyun Lee

※ Problem Situation (Capture)

Image 1257

※ Robot Setting (Capture)

Image 1258

Image 1259

Image 1260

Image 1261

Image 1262

Image 1263

Image 1264

Image 1265



0
Not a bug

Sensor.cs - Problem in OnTriggerExit

Andreas vor 3 Tagen in realvirtual.io Starter and Professional aktualisiert von Support vor 2 Tagen 1

Hello realvirtual team,

on working with the sensor component I encountered an issue in the OnTriggerExit event.

I use the sensor event "EventExit" to trigger logic in my own scripts.

In my application I have a sensor on a MU and this MU stands on a conveyor.

When the MU leaves the conveyor I want to invoke an event in a seperate script.

Image 1255


The problem is that the conveyor is not a MU and therefore "muobj" is null. This is correct.

But because of that the statement "if (thismuobj == muobj)" gets true (both is "null") and the EventExit is not getting invoked. 

I am not exactly sure why the foreach statement is necessary.

I changed the codeline 398 to this: (so the EventExit is getting invoked)

Image 1256

Please check if this change is a problem in other cases. Maybe you can implement it in the next update.

Thank you very much.


Best regards, 

Andreas

Antwort
Support vor 2 Tagen

Hello,

the "OnExit" event of the sensor is triggered when a MU exits the sensor. If I understand correctly, you’ve attached the sensor as a component of the MU. In that case, it won’t work as intended.

We won’t be changing this in the release because the for-each loops account for the fact that a single MU can consist of multiple colliders, which the sensor may detect.

I recommend the following approach: place the sensor as a standalone GameObject at the end of your conveyor and use it to trigger your script.

Alternatively, you could use Unity's standard OnCollisionExit method on your own component attached to your MU.

Best regards

Christin