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0
Beantwortet

Bauteile beim import Gespiegelt

Daniel Mittermeier (Mr Sticks) vor 3 Monaten in CADLink aktualisiert von Support vor 3 Monaten 1

Ich habe das Problem, dass alle .Step dateien die ich importiere im Editor gespiegelt dargestellt sind. Ich habe .Step-Dateien von verschiedenen Quellen getestet. Jedoch ist jede gespiegelt. Hat noch jemand dieses Problem oder eine Lösung dafür?
mfg

0
Beantwortet

Robot IK: Holding the rotation of TCP between targets

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

Hello,


how can the robot hold the rotation of TCP between targets?

Image 1207



0
Beantwortet

Inverse Kinematics broken behaviour

Alexander Andreasson vor 3 Monaten in realvirtual.io Starter and Professional aktualisiert von Support vor 3 Monaten 3

Following the entirety of the the RVIO IK tutorial, the robot is showing incredibly broken behavior. The target is red and if you move it around until the IK responds. It behaves in a really unpredictable manner that makes it very hard to find out the source of the problem.

The 6 axis robot i am trying to use.

Image 1203

The hirerarchy

Image 1206





The strange behavior

2024-09-25 13-37-47.mkv

I have tried "remapping" the entire robot from scratch, using a different model that I fine tuned in blender. And also tried messing around with the import coordinates and rotation. Any help is highly appreciated.

0
Beantwortet

Why PlcSimAdvanced doesn't connect to plc markers

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

Hello,

I realized that PlcSimAdvanced isn't importing plc marker signals. Only Inputs or Outputs.

Is there really no way to use markers or data block signals?

Best regards

Andreas

0
Beantwortet

OPCUA Node Connection Error

Pavian vor 3 Monaten in OPCUA4Unity aktualisiert von Support vor 3 Monaten 8

Hi, I'm trying to read and write value of nodes from OPCUA Server using realvirtual Pro 2022, and here is the situation:

1.OPCUA server connection works good, read and write also works good on OPC Watch.

Image 1198

2.In Unity Editor (2022LTS 3.45 + realvirtual Pro 2022), it also successfully Import all the 63 Objects of Top node 'ns=3;i=2269' (LNGDT_FI3080.PV)

Image 1199

3.However, there is no value has been properly imported for ALL of the nodes. (ex, IP_INPUT_VALUE)

Image 1200

4.I checked the Node ID in OPC watch for the same object (IP_INPUT_VALUE), and I see the different type of the Node ID; 

1) OPC Watch: ns=3;b=AAAAAAAAAADgCAAAAABZdMsDAAA= (Hexadecimal String)

2) Unity Editor:  ns=3;bs=0x0000000000000000E008000000005974CB030000 (ByteString)

Image 1201

5.So I changed the Node ID in Unity Editor from ByteString to Hexadecimal String, still doesn't work. Is there any way to fix this problem?

Image 1202

0
Beantwortet

How to cummunicate with an ABB robot through the Externally Guided Motion (EGM) interface?

MonkeyKing vor 4 Monaten in General Questions aktualisiert von Support vor 3 Monaten 8

Hi,

I'm trying to build a simple Digital Twin of an ABB robot. I'd like to use the Externally Guided Motion (EGM) interface provided by ABB to realize the real-time fast communication between the robot and my Unity sence with the help of realvirtual.io. However, there is no EGM interface in realvirtual.io. Does it mean that I have to build a ABB EGM custom interface by myself? I'm a green hand of Unity and C#. If I have to do that by myself, apart from a brief introduction to "custom interfaces" in the documentation of realvirtual.io, are there any other effective reference materials? Could you please provide some advice and assistance? Thanks a lot.

Antwort
Support vor 4 Monaten

Hi,

If you're unfamiliar with Unity and C#, I highly recommend learning the basics first. Implementing an interface without this foundational knowledge would be very tough.

Regarding the suggestion to "use any of the existing interfaces as a blueprint and delete everything that is PLC/interface-specific"—what I meant is that you should reuse the C# code (the one script) of an existing interface and remove everything that's specific to that particular interface inside this script. However, doing this requires a good understanding of C# so that you can navigate and comprehend the code.

The parts you remove need to be replaced by C# code tailored to your custom interface (in your case, EGM, where you seem to have some examples on Github). 

That said, simply copying and pasting code won't work in my opinion. You need a decent level of C# knowledge to properly implement and modify a custom interface.

Best regards

Thomas

0
Fixed

Fehler bei Plattformwechsel von Windows zu Android für Meta Quest 3 Build

jnthn. vor 4 Monaten in General Questions aktualisiert von Support vor 3 Monaten 3

Image 1182

Hallo zusammen!

Diesen Fehler bekomme ich direkt beim Plattformwechsel von Windows zu Android. In dieser Szene befindet sich kein realvirtual GameObject und auch keine Assets dergleichen. Das Paket ist jedoch natürlich im Projekt enthalten. 

Antwort
Support vor 3 Monaten

Eigentlich sollte über die AssemblyDefinitions SharedMemory für Android ausgeschlossen sein. Vom Pfad her scheint es sich um eine ältere Version zu handeln. Um welche realvirtual Version handelt es sich. Notfalls einfach den Folder realvirtual/private/Interfaces/SharedMemory löschen.

0
Beantwortet

Problem with GuidedMu when MU has a fixed MU on it

Andreas vor 4 Monaten in realvirtual.io Starter and Professional aktualisiert von Support vor 3 Monaten 3

Hello,

I use a guided transport system with a GuidedMU on it. 

This MU (WT-2) is getting loaded with another MU (Can) which gets fixed on it by a fixer.

After the WT-2 is lowered again it should actually get moved by TransportGuided system. But it is just shaking a bit, moving barely. After I delete the Can which is fixed on it, the WT-2 starts moving immediately. 

The WT-2 has a GuidedMU (Script) on it and the property "IsFixed" is true when the WT is lifted and false again after it's lowered and should move.

Image 1181

Sometimes it's working though the WT-2 gets moved normal with the Can fixed on it but somestimes not.

I'm not sure where the issue is and try to understand why it is not working properly.

Thank you in advance.

Andreas

0
Fixed

Read Node not getting values for arrays

Mike Mar vor 4 Monaten in OPCUA4Unity aktualisiert vor 4 Monaten 5

Hello,

i´m using the OPCUA4Unity standalone package to communicate with my opc server.

Everything is setup correctly and i can connect to the server, import and read nodes.
Unfortunatly i cant get values for arrays though.

Example for the absolutePosition node:
The OPCUA_Node is recognizing that the node is an Array, but still wont fill in any actual values.

Image 1179


I doublechecked the values of the node using the OPCWatch tool:

Image 1180

I cant find anything related in the forums or the documentation.
How to handle arrays?


Kind regard

Mike 

0
Fertiggestellt

I used mono build normally, but I used il2cpp incorrectly

zhang kang vor 4 Monaten aktualisiert von Support vor 3 Monaten 7

D:\soft\2021.3.18f1c1\Editor\Data\il2cpp\build\deploy\il2cpp.exe @Library\Bee\artifacts\rsp\10185664654020197962.rsp

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.b__13_1(UnderConstructionMember`2 typeDef)

at System.Threading.Tasks.Parallel.<>c__DisplayClass44_0`2.b__1(IEnumerator& partitionState, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)

--- End of stack trace from previous location ---

at System.Threading.Tasks.Parallel.<>c__DisplayClass44_0`2.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()

at Unity.IL2CPP.Contexts.Components.DataModelComponent.Load(LoadSettings loadSettings, Boolean ownsTypeContext, Boolean ownsBuilder, DataModelBuilder& builder)

at Unity.IL2CPP.AssemblyConversion.Phases.InitializePhase.Run(AssemblyConversionContext context)

at Unity.IL2CPP.AssemblyConversion.Classic.ClassicConverter.Run(AssemblyConversionContext context)

at Unity.IL2CPP.AssemblyConversion.AssemblyConverter.ConvertAssemblies(AssemblyConversionInputData data, AssemblyConversionParameters parameters, AssemblyConversionInputDataForTopLevelAccess dataForTopLevel)

UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)