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The data obtained by OPCUA interface is not updated for a long time
The OPCUA interface is used to obtain the data. At the beginning of the data update, the data change information can be obtained, but after a few minutes, the latest data cannot be obtained

Help with model setup
Hello,
I'm trying this simple setup of pushing a MU off a conveyor belt with a pusher or deflector. However, as seen in the video, the pusher moves right through the MU. Please help me to change the settings and understand the reasoning behind the same. I'm using the starter pack and have followed the procedures as per the tutorials to date. So all the settings are set to default, or as suggested in the videos. Thanks for your help!

Hello,
Please make sure that the MUs and the pusher have sufficient colliders. Nevertheless, the elements must be on certain layers: MU --> g4aMU; Pusher --> g4aTransport.(set in the inspector) The current parameter of the collider interaction you'll find here: Edit/Projectsettings/Physics.
Let me know if this solves the issue.

Two Fixer fix MU
Hi
Now,i met a problem about Fixer,I want Fixer1 Fix MU ,and MU is fixed by Fixer,
When i use fixer2 based on Signal release, MU will Drop
When i use release On Collission Non MU, MU cant fixed by Fixer1. It toggles back and forth between captured states
Maybe When release Fix2,Mu maybe drop,and it's been fixed again
Fixer1
Fixer 2

Robot IK Edit windows Lost
Hi
Today, after I opened the scene, I found that their editing window did not display, such as the path of the robot, joint restrictions of the robot, etc. I exported the project to another computer, and it displayed normally after opening. Meanwhile, I also tried to restart the project, but it didn't seem to work.
Today
Yesterday.when i click Path,the Path Line show normaly

robot Grip with no finger
Hi
i want to grip MU based on Grip scrip,but my grip have no finger!
i study from standard demo。Based on sensor ,collider,direct grip,etc but i cant realize grip Mu Function
and i study from Grip MUS demo,i found noFingergrip demo,but it realize it based on Gripper Script
Q1:when i want to realize Grip MUs with no Finger,which i should to chose,Grip or Gripper,
Q2:In Grip script,Directly grip,Is it that when MU‘s Box collider and grip‘Box collider collide, i realized grip function?
Q3:Can you give me a detailed instruction document about NoFingergrip based on Grip scripts?
MUS
gripper no fingers
Looking forwaring to your reply!

Import nodes remains importing for ever
Hello all,
My application gets stuck when trying to import nodes in Unity3D from the Prosys OPC UA Simulation Server. It shows a window saying "Hold on... Importing assets", but it never ends. Here is a capture from Wireshark showing the messages exchanged. Any ideas?

Hi, we have found a solution for Prosys. It was a problem with the underlying OPCUA library. With this setting we are now able to import (you need to select a topnode). It will be included in the next release (2022.11). Please get in contact with us if you need a beta earlier.

Inspector-items turning grey
Hi,
new here. I looked at the scene "DemoGame4Automation". I want to replicate that in my own project, but have the problem that as soon as I add the "RobotIK"-script and a path and target, all axes under the robot are greyed out. I am also unable to change values in the inspector then. Any solutions to this?
Regards,
Jan

Hello,
I have checked your upload.
The definition of the axis within the RobotIK component is missing. (see screenshot below).
Please define it and use the option above to update the drives.
There was also an error message in the console pointing in this direction.

Force Torque Sensor
Hello,
Have you any plans to produce a Force Torque Sensor ?
Ideally it would be as simple as adding it as a component to say the mounting flange of a 6 axis robot to give information about the load.
I looked at the Force Drive but can't get sensible results from it.
Regards
Doug

Hi, for our use cases we don't have the need so far for doing this calculation. I don't think that we are going to implement this in the near future. You could implement what you described, our source code is open for our customers.

Build Error UnityLinker.ex
When creating a test environment in Unity, I encountered an unsolvable error.
After
creating a basic scene using the basic documentation, it can be
displayed and controlled flawlessly in Unity play mode. Creating a build
of the project for UWP results in the following error code (see below).
Tried solutions for basic scene without add-ons except Game4Automation
- Using default settings (Game4Automaltion dropdown menu)
- Removing unsupported elements for UWP (https://doc.realvirtual.io/advanced-topics/supported-platforms ), if available
- Reinstalling and changing the build path of Unity
- Removal of features see https://forum.realvirtual.io/knowledge-bases/2/articles/290-build-error-in-version-202005
Experimental solutions
- Integration of MRTK-ToolKite 3 and configuration of Unity environment for HoloLens2/UWP
- Build of a project without Game4Automation only with MRTK3 (works)
- Removal of unused functions of the Game4Automation software.
Objective
for me is to build a S7 TCP/IP Connection with a HoloLens. This works
completely in play mode, even in connection with the MRTK 3 toolkit and
its functions. For this, the main controller script was modified to have
only the interface function. Again, the same error results.
I
have made the project available online once with a simple basic scene
and with the basic extension for the HoloLens needed for me.
About a feedback\Tips I would be happy.
Failed running C:\Program Files\Unity 2021.3.18f1\Editor\Data\il2cpp/build/deploy/UnityLinker.ex
Build completed with a result of 'Failed' in 20 seconds (19680 ms)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer
(UnityEditor.BuildPlayerOptions options) [0x002da] in
<42a64fd733d9417da1ea3a757ad9a96d>:0
at
UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean
askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions)
[0x00080] in <42a64fd733d9417da1ea3a757ad9a96d>:0
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Bei der Erstellung einer Testumgebung in Unity ist ein für mich nicht lösbarer Fehler aufgetretten.
Nach dem erstellen einer Grundszene anhand der Grundlagen Dokumentation lässt sich diese einwandfrei im Unity-Playmodus darstellen und kontrollieren. Bei der Erstellung eines Buildes des Projektes für UWP ergibt folgender Fehlercode (siehe unten).
Versuchte Lösungen für Grundszene ohne Add-ons außer Game4Automation
- Verwendung von Standarteinstellungen (Game4Automaltion Dropdown Menü)
- Entfernen von nicht supporteten Elementen für UWP (https://doc.realvirtual.io/advanced-topics/supported-platforms), soweit vorhanden
- Verwendung letzter Stable Unity Version 2021.3.18f1
- Neuinstallation und Änderung des Buildpath von Unity
- Entfernung der Funktionen siehe https://forum.realvirtual.io/knowledge-bases/2/articles/290-build-error-in-version-202005
Experimentelle Lösungen
- Eindung von MRTK-ToolKite 3 und Konfiguration der Unity Umgebung für HoloLens2/UWP
- Build eines Prokjektes ohne Game4Automation nur mit MRTK3 (funktioniert)
- Entfernung von nicht verwendenten Funktionen der Game4Automation Software
Zielstellung für mich ist es eine S7 TCP/IP Connection mit einer HoloLens herzustellen. Diese funktioniert vollständig im Playmodus, selbst in Verbindung mit dem MRTK 3 Toolkit und dessen Funktionen. Hierzu wurde das Main Controller Script abgeändert, dass nur noch die Interface Funktion vorhanden ist. Auch hier ergibt sich der gleiche Fehler.
Ich habe das Projekt online zur Verfügung gestellt einmal mit einer einfachen Grundszene und mit der für mich benötigten Grunderweiterung für die HoloLens.
Über einen Rückmeldung\Tipps würde ich mich freuen.
Failed running C:\Program Files\Unity 2021.3.18f1\Editor\Data\il2cpp/build/deploy/UnityLinker.ex
Build completed with a result of 'Failed' in 20 seconds (19680 ms)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002da] in <42a64fd733d9417da1ea3a757ad9a96d>:0
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <42a64fd733d9417da1ea3a757ad9a96d>:0
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

There first error is about I18N - please check if folder Tools/ZIP is in our project and delete that (and every code which is using ZIP - it is not essential needed)

OPCUA4Unity can't connect to opcua server with username and password
On the OPCUA server, I logged in a user.
I set up the "OPCUA_Interface" component in Unity.
At that time, the "user name" and "password" set on the server were set to "OPCUA_Interface".
In this state, click the "Import nodes" button of "OPCUA_Interface".
Then the following error is displayed in the console.
「OPCUA Interface - Error in activating session [BadUnknownResponse]UnityEngine.Debug:LogError (object)」
Please tell me how to improve.

Hi, I was able to connect with your type of OPCUA server. I will send you in a private message a beta. If successful it will be included in our next release (2021.15).
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