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0
Beantwortet

Meshes disappearing when making prefab

Bo Adam vor 2 Jahren in CADLink aktualisiert vor 2 Jahren 3

Hello,

When i'm making a prefab using an imported STEP using the cadlink tool the meshes disappear. Did I forget a setting and how to fix this? I had the "Set and Create Materials" enabled.

Antwort
Support vor 2 Jahren

Hi,

you need to export the imported STEP data as FBX. This will save the meshes permanently. With this FBX you can create a prefab with real-virtual components. The FBX exporter is available in the package manager.

Regards Christin

0
Beantwortet

Relationship between the number of points of parameters managed by the OPCUA server and the communication cycle.

h-morishita vor 2 Jahren in OPCUA4Unity aktualisiert von Support vor 2 Jahren 13

When the number of parameters managed by the OPCUA server is increased (from 30 to 120),

The values are being sent in bits and pieces.

Does the frequency of communication decrease in proportion to the number of parameters?

Antwort
Support vor 2 Jahren

Yes the performance should go down. It also depend on the subscription parameters and server settings, e.g. how often updates are sent. If there are many parameters which are changing very fast it might make sense to poll the variables instead of subscribing to them. But all depends on the application you are building.

0
Beantwortet

Inability to connect Omron plc via enternetip

Soncon vor 2 Jahren in realvirtual.io Community aktualisiert von Support vor 1 vor einem Jahr 4

Dear


When connecting Omron PLC NX1P2 via enternetip, set the above parameters, then click the TEST CONNECT button, the connection fails, the computer can ping through 192.168.1.1, about the parameter path setting, it is not clear how to set, have tried in many ways, I can't even make a connection.
Thank you

Image 899

0
Beantwortet

Postprocessing works only in the editor

dgcrt vor 2 Jahren in realvirtual.io Starter and Professional aktualisiert von Support vor 1 vor einem Jahr 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.

Antwort
Support vor 1 vor einem Jahr

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
Fixed

ArgumentException: Invalid File or Directory attributes value.

me vor 2 Jahren in Parts4Cad aktualisiert von Support vor 1 vor einem Jahr 4
Not sure it's stuck

Image 894

0
Not a bug

il2cpp error

dgcrt vor 2 Jahren in realvirtual.io Starter and Professional aktualisiert von Support vor 2 Jahren 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()

Antwort
Support vor 2 Jahren

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
Fertiggestellt

The name 'SpaceNavigator' does not exist in the current context

jihoon123 vor 2 Jahren aktualisiert von Support vor 1 vor einem Jahr 2

Image 891

0
Beantwortet

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

Erik Plantenga vor 2 Jahren in realvirtual.io Starter and Professional aktualisiert von Support vor 2 Jahren 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
Fertiggestellt

Definition of cooperation relationship of motion mechanism

yangkang vor 2 Jahren aktualisiert vor 2 Jahren 3

你好!我想实现图中所示机构的运动模拟,当电机旋转时,它驱动整个机构抬起。你有什么好的解决方案吗?


Image 882


Image 883


0
Wird überprüft

Connection to certificate based authentication OPCUA server

Iacopo Checcacci vor 2 Jahren in OPCUA4Unity aktualisiert von Support vor 2 Jahren 6

Hi, I’m using the OPCUA4Unity plugin purchased on the Unity Asset Store.I’m able to connect a Unity project to a OPCUA server with no certificates, but my main need is to connect it to a certificate based authentication OPCUA server. In the specific is a Basic 256 security policy.Trying to connect my Unity project to the certificate based authentication OPCUA server, filling the Security Policy field with Basic 256, I receive the following errors:

  • OPCUA Interface - Connection Error Object reference not set to an instance of an object
  • SocketException: A request to send or receive data was disallowed because the socket is not connected and(when sending on a datagram socket using a sendto call) no address was supplied.

Looking on the documentation I found that you specify that "Currently certificate based authentication and communication is not supported. We are working on the problem and try to find as soon as possible a solution.”
I would like to know if a new version of the plugin that supports the certificate based authentication OPCUA server is scheduled or if you have already a beta version or also a workaround for this issue.
Thank you