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0
Not a bug

Build Error UnityLinker.ex

g straehler 3 years ago in realvirtual.io Starter and Professional updated by Support 3 years ago 9

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

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

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&)

Answer
Support 3 years ago

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)

0
Under review

OPCUA4Unity can't connect to opcua server with username and password

VBKsjjW 3 years ago in OPCUA4Unity updated by Support 3 years ago 5

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.

Answer
Support 3 years ago

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).

0
Answered

Application name on OPC UA port is not supported

Elio 3 years ago in OPCUA4Unity updated by Support 3 years ago 5

Hello,

I am trying to connect a CS9 controller from Stäubli, but the OPC UA server is published on the following address: 

opc.tcp://172.XXX.XXX.XXX:4880/Staubli

This last "/Staubli" data can not be written in the Port field or any other in OPC UA script, so the connection can not be stablished... It is not possible to modify the address in the controller, so I would like to know how can I define this address to properly connnect my server.

Answer
Support 3 years ago

This feature will be included in the next release (2021.14) which will be available about 17.02.2023

0
Not a bug

Compile errors after importing Parts4cad

Rick 3 years ago in Parts4Cad updated 3 years ago 2

Unity 2021.3.15 , latest version of Starter. Imported OK and works. 

 Then imported Parts4cad - got multiple compile errors

Assets\game4automation\parts4cad\private\Editor\ColladaImportPostprocess.cs(10,39): error CS0433: The type 'Parts4CadSettings' exists in both 'game4automation.parts4cad, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' and 'parts4cad, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'

Also compiler error due to multiple copies of ionic.zip

Any help appreciated. Thanks!

Answer
Support 3 years ago

Hi, Parts4CAD is already included in Starter. If I understood you right you added it via the asset store.

After Starter package installation you should have this menu

As soon as you select Cadenas parts4cad the needed addtional executables are loaded into the streaming assets folder.

0
Answered

Why the jump at each target in a path ?

VIZtech4 3 years ago in realvirtual.io Starter and Professional updated 3 years ago 5

Using professional version.

I followed the tutorial in this video,  "Tutorial - realvirtual.io - Inverse robot kinematic with Unity",  because I could see the robot jump back at each new target in a path.

Having finished the tutorial myself in Unity, I can see that the jump is real especially when the speed override is very slow.

Why does it jump and how can this be prevented. ? it is causing us a lot of grief.

Even in Edit mode when adding a new target to a path, the robot jumps back from the target at the start.

I would expect the target and TCP to both be in the same place and that would solve the problem, I find it very dissapointing that such a discrepancy exists in what is made out to be a professional product.

Thank you.


.

Answer
Support 3 years ago

We have implemented a correction value for each target to address the inaccuracies in the inverse kinematics (ik) algorithm. In edit mode, the user must press the SetCorrection button (multiple times, if necessary) while the robot is positioned at the target. This action calculates the difference between the desired position and the actual tool center point (tcp) position, taking into account any inaccuracies in the algorithm. The correction value will then be applied to future movements along the defined paths. I am sending a patch in a private message for review; if it is deemed acceptable, it will be included in the next release.

Image 828


0
Answered

drive CurrentPosition() in IK mode issue

VIZtech4 3 years ago in realvirtual.io Starter and Professional updated 2 years ago 8

Using professional version.

When driving a robot arm around in Axis mode using a joystick, dirve CurrentPosition reports the correct angles.

However when in IK mode, the returned values change sign at the 180 position.

How can I get proper angle values in IK mode ?

Answer
Support 2 years ago

Hi, the solver will not get any values greater or lower than -180 or +180  because with this solutions all possible positions can be described. 

0

Ethernet IP AB Control logix "path". Im used to CIP paths, but its format doesnt seem to work.

I am wanting to connect to a AB Control Logix. I have IP, PLC type and a CSV file creating one test variable (float). When I test communication. It has a error. [EthernetIP - Error in connecting to PLC, please check your connection settings!] The only variable is the PATH. PATH has no explanation in documentation. I am used to CIP path, but that format doesnt seem to work. In my test rack I have a L83 processor, with built in ethernet, in slot 0. IP I can ping and connect with software. Just trying to set up a use case demo. I have a stand alone ethernet card I could use but dont think thats the issue.
I've tried 1,0   0,0  1,1  same error.

0
Not a bug

3 D Unity Asset Store Absturz Windows 11 Prof.

Bruno Zysset 3 years ago updated by Support 3 years ago 6

Hallo Thomas Ich muss mein Rechner neu mit Windows 11 Prof verwenden. Nach der Installation 3 D Unity und Game 4 Automation Boot Fehler mein System startet nicht mehr. Auch ein Upgrade von Windows 10 auf Windows 11 verursacht diesen Fehler. Nach Reparatur mit Bit Logger Schlüssel Startvorgang wieder Okay aber alle Unity und Game 4 Automation wurden gelöscht.

Ist hier etwas bekannt? Gruss Bruno

0
Completed

Suggestion regarding DriveToTarget()

VIZtech4 3 years ago in realvirtual.io Starter and Professional updated by Support 3 years ago 2

I found it useful to change DriveToTarget to this;

public bool DriveToTarget(IKTarget target)

it returns true if the target was reachable otherwise false

Answer
Support 3 years ago

Hi, thanks for the suggestion - we will implement that for the next release (in the next 2 weeks).

0
Not a bug

SetDriveTransformToValue issue

VIZtech4 3 years ago in realvirtual.io Starter and Professional updated by Support 3 years ago 4

I have Rotation Drives on the pivots of a robot arm.

To set a 'pose' position I am using "SetDriveTransformToValue" with an angle parameter for each drive.

That part works, however when I then use "drive.CurrentPosition" it gives me the wrong answer and also the limits become in the wrong place.

I tried using "drive.Offset" and "drive.DriveReset" but these did nothing.

The drive transform in Unity Editor does show the correct angle, it's the CurrentPosition that seems to be the problem or it may be I am not using it correctly.

Answer
Support 3 years ago

Hi, for setting a Drives position from external code you should just use Drive.CurrentPosition = NewPosition.

This will directly set the new position. You should use it in FixedUpdate and if you want to have a smooth movement you need to take care on your own about the interpolation. 

The methods you used are misleading (and even not used from our side) - we will delete the in one of the next releases.