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Hi,
this currently not possible within a build using realvirtual. You have this possibility only within unity by using the DriveRecorder. Within such a recording you can jump to certain frames. A speed multiplier is available when you start your scene in unity game mode. Using the speed multiplier within a replay of the recordering is currently not possible.
You could implement this on your own because our code is open to do so.
Regards Christin
Hi,
when you Build your realvirtual scene the animation can be started, zoom with the mouse wheel and rotate by pressing the right mouse button. Just test it.
Regards Christin
Hi,
to export an animation, you can use the Unity Recorder. (https://docs.unity3d.com/Packages/com.unity.recorder@2.0/manual/index.html ) The recorder creates an mp4 file of everything that happens during game mode.
If your scene contains PLC connections and you want to record them and then play them back without active PLC connections, you can use the DriveRecorder and the MURecorder, which is currently part of our latest release. Unfortunately, we still have to create the documentation for both recorders. They were new in the last release. The documentation update will be available by the end of this week.
Regards Christin
This is where you need scripting because you can't start two different functions with one signal. Usually in PLC programming you are saving the state, e.g. State = "MUEntry" or State = "MUExit".
With Unity you need to learn C# if you want to do complex logics inside of Unity. Or you connect a real PLC - but programming a real PLC is even more complicated than C# inside Unity. So if you know Python it should be straight forward to learn C# basics. There are plenty of C# docs out there.
Now you make certain parts of your logic just run based on the State e.g. (please note this is NOT the full code for your problem, it is just showing the approach).
if (State == "MUEntry")
{
LinearMovement.Value = true; // Signal for linear Movement
}
if (State == "MUExit")
{
RotationMovement.Value = true; // Signal for rotation Movement.
}
Hi,
to your questions:
1)
You can attach a DriveSimple behavior model to the Drive (see here https://doc.realvirtual.io/components-and-scripts/motion/drive-behavior#drive-simple) and connect a PLCOutputBool to Forward. If the PLCOutput will be TRUE the drive/conveyor will move and if it is FALSE the drive/conveyor will stop. Please also check the demo scene here - you will see there an example: https://doc.realvirtual.io/basics/demo-model
2)
I think you mean for example rotating conveyors. You need to use ParentDrive function (see here https://doc.realvirtual.io/components-and-scripts/motion/transportsurface#transport-surfaces-and-unity-physics). You find examples for that in the demo scene TurningAndLiftingTransportSurface which can be found here: Assets/game4automation/Scenes/TurningAndLiftingTransportSurface.unity
3)
see also 2) for making a system like in the video shown move you need to use C# Scripting or Playmaker or LogicSteps (only in Professional) and you consider the ParentDrive thing which is mentioned in 2)
4)
I don't understand the question but you can decide how to rotate the turntable by moving it forward and backward. You could also use for a turntable this https://doc.realvirtual.io/components-and-scripts/motion/drive-behavior#drive_cylinder and by one or two PLCOutputBool you could move the turntable forward and backwards whenever you like. DriveSequence is not able to do complex things. Here you really need to use Sripting or Playmaker.
Hope this helps.
Thomas
Could you please precise your question a little bit more? What is important is, that the zero point of your transport surface is in the zero point of the rotation you want to achieve.
Yes, the source is when duplicating itself automatically unfreezing all restrictions (because we have frozen them for the source itself to prevent the source to move). For the moment only possiblity is to set the restrictions after MU creation via code. We will think about a solution for the next release.
This happens if you move the things a very long time. Seems to be related to the Physics engine. In our Simulation Conveyor Library we implemented for this an option to align the MUs on entry on a conveyor. You would need to solve this by code or give the rigidbodys of a MU a constraint so that they are not able to turn.
Hi, do you have more information about that. Can you tell us how we can reproduce and test your problem?
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Hi, which version of Unity are you using. Are you working on a Windows System or Mac or Linux?