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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 2 years 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
Completed

OPCUA Interface - Connection Error Could not resolve host

704985424 2 years ago in OPCUA4Unity updated 2 years ago 2

WebGL 浏览器报 OPCUA Interface - Connection Error Could not resolve host,错误,哪位大佬知道?

0
Fixed

Error in creating new Subscription in Demo Scene (OPCUA4UNITY)

Ege 2 years ago in OPCUA4Unity updated by Support 1 year ago 2

Hello,

I am using OPCUA4UNITY. When I try out the demo scene with the OPC UA C++ Demo Server, I get this error when trying to read nodes. Importing nodes seem to work fine.

Image 980

And for some nodes (DateTime in this case) I get this error. None of them seems to work.

Image 981

Using Unity version 2022.3.0

0
Under review

OPCUA - ROBODK

Matvienko Matvey 2 years ago in OPCUA4Unity updated by Support 2 years ago 3

Hello!

When I'm trying to connect to RoboDK with OPCUA - getting this message.
How to solve this problem?

Image 978

0
Answered

MU not moving properly

linlinoful 2 years ago in General Questions updated by Support 2 years ago 1

Hello,

MU is sitting on transport surface. Moving up and down is possible but moving to the left and right does not cause the MU to follow (see pictures). Any ideas?

Image 974

Image 975
0

PartChanger unexpected situation

xingbutou 2 years ago in General Questions 0

question1:

“part changer” component erro

my original cube(yellow one) has the MU scirpt,and I have set two MU appearences :cube1(red),cube2(blue).They both have rigidbody and collider,and are on MU layer.In this DemoChangeMU Scene,I just set those cans and MU active state to false,trying to repalce them with some cubes.

HERE is the problem:at the moment that yellow cube been detected by sensor0,it immediately jumped to a strange point as the picture shown,and the sensor0 is still high(keeping red) even those two objects have separated(in this scene the sensors do not use raycast but a collider ).

question2:

In this same demoscene,Can2 and Can3 are active in Scene mode.But when I click the play button,active state of Can2 and Can3 are immediately become false automatically.I tried to find the reason,but I did not find any script for this change.And I thought maybe it is because the “Group” ,so I also put my cube1 and cube2 to a group named changer as the picture shown.BUT,when I click the play button

,my cubes are still visible.I cant figure it out why.

Image 970

Image 967

Image 968Image 969
0

Scene and gamemode are different

linlinoful 2 years ago updated by Preliy 2 years ago 1

Hello,

can someone explain, why the box does get bigger when switching in gamemode? How can i avoid it?

First picture shows scene mode (how i want it to look like), second shows gamemode.

Image 965

Image 966

0
Answered

why I cant change PLC input signal by sensor?

xingbutou 2 years ago updated by Support 2 years ago 3

Here is my problem.I have 2 signals:the “signal01” is to control object01  to move or to stop,and the “signal02” is to control another object02. I set a sensor called “sensor01” ,when object01 move to a certain place,the “sensor01” could detect it .However,it failed to change “signal02”,which is still false.

I have put relevant settings in those pictures below,can someone help me to resolve this strange problem?I have suffered from this one for nearly one week.

Image 964

Image 962

Image 963
0
Answered

sensor cannot work normally

xingbutou 2 years ago in General Questions updated by Support 2 years ago 6

I meet a simple but  truly strange problem.In the picture below,I‘m using a sensor to detect if something pass through.However,even I have put the Steuerschrank into MU layer,my sensor cannot detect it.In other occasion,I use the prefab--cans,this sensor could work normally.someone could help me?I have spend nearly one week on this problem. 

Image 958

Answer
Support 2 years ago

With a Raycast based Sensor you don't need to use colliders but you need to define the layers where the Raycast is sending to. It is the same Layer as the Sensor is and additional Layers which you can define. 

For a non Raycast (Box Collider) based Sensor - the Sensor should be normally on the layer rvSensor. Please also check the doc information about the collsission matrix for colliders.