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logicstep
I added a Logicstep script, but there is an error in the above screenshot, what is the reason?
Hi, this is a non blocking step - this is why it is getting in a infinite loop.
OPCUA Interface - Connection Error Could not resolve host
WebGL 浏览器报 OPCUA Interface - Connection Error Could not resolve host,错误,哪位大佬知道?
Error in creating new Subscription in Demo Scene (OPCUA4UNITY)
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.
And for some nodes (DateTime in this case) I get this error. None of them seems to work.
Using Unity version 2022.3.0
OPCUA - ROBODK
Hello!
When I'm trying to connect to RoboDK with OPCUA - getting this message.
How to solve this problem?
MU not moving properly
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?
PartChanger unexpected situation
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.
Scene and gamemode are different
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.
why I cant change PLC input signal by sensor?
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.
sensor cannot work normally
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.
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.
Assertion failed on expression: 'CompareApproximately(SqrMagnitude(result), 1.0F)'
I played the project on the "Game" screen. However, when I click the right mouse button, I get the following error and nothing is rendered on the "Game" screen.
- Assertion failed on expression: 'CompareApproximately(SqrMagnitude(result), 1.0F)'
UnityEngine.Quaternion:Internal_FromEulerRad (UnityEngine.Vector3)
- transform.position assign attempt for 'Main Camera' is not valid. Input position is { NaN, NaN, NaN }.
UnityEngine.Transform:set_position (UnityEngine.Vector3)
Ubuntu22.04, Unity 2022.3.7f1, realvirtual.io Digital Twin Professional 2022 Ver.2022.6.0Ubuntu22.04, Unity 2022.3.7f1, realvirtual.io Digital Twin Professional 2022 Ver.2022.6.0
Got it - Linux is not supporting Screen.dpi. You should insert this in line 456 in SceneMouseNavigation. It will be part of the next release in 3-4 weeks, for the moment you should change the code manually.
#if (UNITY_EDTOR_LINUX || UNITY_STANDALONE_LINUX)
DPIScale = 1;
#else
DPIScale = 144/Screen.dpi;
#endif
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