Your comments
You can put MU under other MUs and they sub MUs will automatically have no physics (they will be "loaded" MUs).
Hi,
Thanks for reaching out!
For building hierarchical structures in your simulation, we'd recommend using parenting or Groups combined with Kinematic — you can find detailed guidance here: https://doc.realvirtual.io/components-and-scripts/motion/kinematic
One of the nice things about this approach is that it gives you flexibility regardless of how your Unity hierarchy is currently organized. Moving drives without physical joints also tends to provide better stability, which is especially helpful when you're receiving cyclic position updates from controllers.
As a tip that might simplify things: from a kinematic perspective, X-Front and X-Back effectively function as a single drive, so you may not need to model them separately — that could save you some setup work!
Let me know if you have any questions or if I can help clarify anything further.
Best regards
Thomas
Please try changin in line 779 this:
if (connectionstatus == 0)
{
int ExecTime = Client.ExecTime();
// Use ThreadStatus for thread-safe logging (no Unity object access from background thread)
ThreadStatus = "S7 interface connected - time: " + ExecTime.ToString() + " ms";
Hi, thanks for reporting and finding the issue.
Please relace the method by this:
//! Check if any UI input field has focus - uses EventSystem for O(1) performance
private bool CheckForFocusedFields()
{
// Check if currently selected GameObject is a TMP_InputField (O(1) performance)
var selectedObject = EventSystem.current?.currentSelectedGameObject;
if (selectedObject != null)
{
var inputField = selectedObject.GetComponent();
if (inputField != null && inputField.isFocused)
return true;
}
// Check UI Toolkit focus controller
if (focusController != null && focusController.focusedElement is TextField)
return true;
return false;
}
We will inlclude this in the next update.
Customer support service by UserEcho
Hello,
the symptoms you get hint to a missing installation of the Unity Sentis package or to the wrong version being installed. The version you need is Unity Sentis 2.1.3
Once it is correctly installed you you see a menu in your project which is currently missing and the project should compile
Best regards,
Vincent