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IKPath in a webgl build
Hello,
After deleting all the folders listed in the documentation(except RobotIK which does not exists in the project as a folder),
And creating a script which includes an IKPath variable.
When trying to build for WebGL i'm getting the following error:
"Assets\NewBehaviourScript.cs(8,5): error CS0246: The type or namespace name 'IKPath' could not be found (are you missing a using directive or an assembly reference?)"
(this error happen only when building not when running in the editor)
This script is important for the project.
Is that fixable?
Is there a work around
Unity Version: 2022.3.15f1
Real virtual version: 2022.09.3800
Thank You and Best regards.
Twincat 3 Anbindung an einem anderen PC im selben Netzwerk
Hallo zusammen,
bin noch sehr neu in der Bedienung von realvirtual. Meine Frage ist, wie ich denn mit der Twin Cats Ads Interface Komponente mich mit einem anderen Rechner im selben Netzwerk auf dem Twincat 3 die configuration aktiv ist verbinde.
Axis (Inverse Kinematics)
I've set all my axis in Blender and I exported the robot over. As the axis are already set I did the Drive and Constraints directly on each sub component of the robot.
Will this create any problems for me?
PATH IK and target problem
I followed the inverse kinematics tutorial. I am using the ABB IRB 1300 robot. The issue I am having is that my robot's TCP is not aligned to the root. It is causing issues and when using the Path IK, the target is not showing (red dot) and the robot's not moving at all. My friend is also having a problem with the Path IK, the target was stated to be unreachable.
area read Mode with DB
Hello,
is there anyone who can explain, how I can get the data, when I use Area Read Write Mode in the S7 Interface? I tried to read form a DB, which worked well. So the connection to my CPD is OK.
Thanks
Different rotations after update
Hi,
after I upgraded to version "2022.07", when I use "CADLink", my roboter model has different rotations after importing from a STEP-file. How is that?
That leads to many problems in my project....
Hello,
please check whether the option "Z is an upward vector" is activated or not. It is activated by default and leads to an automatic rotation after the import. Please let me know if the issue still occurs after checking this.
Regards Christin
Building to Android compiler error: Missing reference to SharedMemoryInterface in SharedMemoryInterfaceEditor
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)
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.
Robot IK path to path bounce
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
The issue is solved in a beta package, which is available to our customers. Will be included in the next release (upcoming 2022.10).
Fixer not fixing properly?
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).
Picking works fine.
At this point, the MUS Fixed array is empty and the MU has been picked.
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.
At this point, 'Place Objects' was clicked while in the Fixer collider but was not Fixed.
But if I clear the MUS Fixed array then re-enter the Fixer with 'Placed Objects' on, the MU becomes Fixed.
Picking works but the MUS Fixed array is not cleared.
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.
Hi,
I have setup the situation as you described.
The settings in my Grip-script are the following:
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
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