Your comments

In the meantime here is the updated S7Interface script @Adam, maybe you could check - currently I have no live access to an S7:

s7interface

OK thanks for reporting. We will check and put the solution into next release.

can you please send us your unity console log for further checking?

Hi Andreas, Client support is not implemented. But based on your help we will soon have it in (following our mail).

Hi Werner, I will need to check - maybe a problem in the demo scene. The TwinCAT demo was done by a partner and we never tested it fully with TwinCAT ourselves. I will take a deeper look into the mode.

Best regards

Thomas

Hi, can you send us please your Unity log. This will help us for finding a solution.

Thanks a lot.

Thomas

Hi 陈喜成,

Thank you so much for your excellent and very detailed bug report! Your analysis of the performance issue with Object.FindFirstObjectByType() was spot on and very helpful for us.

We have already updated the code and implemented a fix based on your findings.

We are goint to send you a pre release for testing it on your side via private message.

This fix will also be included in our next official release, which is scheduled to be published very soon.

Thanks again for your great contribution to improving realvirtual.io!

Best regards,
The realvirtual.io Team

RE: HelloWindow occasionally blocks CI builds when running Unity in batchmode


Hi Ramon,

Thanks for the detailed report. You're right - we check for UNITY_CLOUD_BUILD but we're missing a check for Application.isBatchMode which is why it can still appear when running Unity with -batchmode for CI pipelines.

Workarounds until the official fix:

Option 1: Add DEV define to your build command (Recommended)

Unity.exe -batchmode -projectPath C:\Project -runTests ... -defineSymbols DEV

Option 2: Set the define via script before tests run Create an editor script that runs before your tests:

[InitializeOnLoad]
public static class CISetup
{
    static CISetup()
    {
        if (Application.isBatchMode)
        {
            // Prevents HelloWindow from showing
            PlayerSettings.SetScriptingDefineSymbols(
                NamedBuildTarget.Standalone, "DEV");
        }
    }
}

Option 3: Patch locally In Assets/realvirtual/private/Editor/OnPostProcessImportAsset.cs line 142, change:

if (Game4AutomationImport && !Application.isPlaying)

to:

if (Game4AutomationImport && !Application.isPlaying && !Application.isBatchMode)

Fix: We'll include this batch mode check in the next release.

Thanks for reporting!