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0
Planned

Building to Android compiler error: Missing reference to SharedMemoryInterface in SharedMemoryInterfaceEditor

Henrik Nordlund 1 year ago in realvirtual.io Starter and Professional updated by Support 1 year ago 3

When switching build mode to Android, the SharedMemoryInterfaceEditor is still compiled but SharedMemoryInterface is not.

First line in SharedMemoryInterface:

#if UNITY_STANDALONE_WIN

First line in SharedMemoryInterfaceEditor:

#if (UNITY_EDITOR && !UNITY_EDITOR_OSX && !UNITY_EDITOR_LINUX)


Clearly, in android, the  SharedMemoryInterface is not declared but SharedMemoryInterfaceEditor is, leading to compiler error.

Work around: Change first line in SharedMemoryInterfaceEditor to:

#if (UNITY_EDITOR && UNITY_STANDALONE_WIN && !UNITY_EDITOR_OSX && !UNITY_EDITOR_LINUX)

Answer
Support 1 year ago

Thanks a lot - which version are you using. In the current release we are able to build to Android? The compiler define  of your work around is a solution - in current release it should be solved by the assembly definition.

0
Declined

Nothing happens after clicking import package from package manager

Dan 1 year ago in realvirtual.io Starter and Professional updated by Support 1 year ago 3

Hello. Using unity 2022.3 LTS i clicked first download and then import. Some meters are running, but in the end nothing happens.

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0
Answered

Robot IK path to path bounce

David Hallahan PEng 1 year ago in General Questions updated 1 year ago 8

Hi, 

I've taken your prefab Stauebli robot and the path it comes with and simply made a second copy of the path then run the two paths in sequence by using Start Next Path. You can see in the video that the robot TCP jumps when transitioning from Path 1 to 2. Is there a way to correct this? 

There are no Position Corrections applied or new TCP. 


I have seen this in all the pathing that I have tried, regardless if Position Correction or new TCP is used. Some correction (bounce) happens when moving from one path to another. 


It's a big issue because very often a path into a position is not the same as a path out (in a pick and place application) and this issue creates unusable behavior in this situation.


Thanks 


Video https://i.imgur.com/hsgUAv5.gif


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Answer
Support 1 year ago

The issue is solved in a beta package, which is available to our customers. Will be included in the next release (upcoming 2022.10).

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).

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Picking works fine.

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At this point, the MUS Fixed array is empty and the MU has been picked. 

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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. 


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At this point, 'Place Objects' was clicked while in the Fixer collider but was not Fixed. 


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 But if I clear the MUS Fixed array then re-enter the Fixer with 'Placed Objects' on, the MU becomes Fixed. 

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Picking works but the MUS Fixed array is not cleared. 

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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:

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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 1 year ago in realvirtual.io Starter and Professional updated by Support 1 year ago 2

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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 1 year ago in OPCUA4Unity updated 1 year 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 1 year 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.

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

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Using Unity version 2022.3.0

0
Under review

OPCUA - ROBODK

Matvienko Matvey 1 year ago in OPCUA4Unity updated by Support 1 year ago 3

Hello!

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

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0
Answered

MU not moving properly

linlinoful 1 year ago in General Questions updated by Support 1 year 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?

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0

PartChanger unexpected situation

xingbutou 1 year 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.

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