Your comments

We recognize that despite the significant changes made in the last release to ensure the drive fixed update sequence for cams and gears, there is still a bug affecting functionality.

After investigation, we have identified the solution. To resolve this issue, please modify the Drive script by adding !issubdrive around line 880. This fix will also be included in our upcoming release.

Image 1148

Maybe a better version  - the issue is when the MU is on the same level as the fixer the fixer is fixing itself at start. We are extending our example models for the next release for having more loading and unloading examples.

foreach (MU mu in mus)
{
if (mu.gameObject != this.gameObject)
if (!MUSFixed.Contains(mu))
Fix(mu);
}

Please uncomment for the moment these lines, and it should work. We are checking how to proceed with the next release:

private void Start()
{
meshrenderer = GetComponent<MeshRenderer>();

if (!Application.isPlaying)
return;
signalfixerreleasenotnull = FixerRelease != null;
signalfixerfixnotnull = FixerFix != null;
signalbockhandingovernotnull = SignalBlockHandingOver != null;
meshrenderernotnull = meshrenderer != null;
/* var mus = GetComponentsInChildren<MU>();
foreach (MU mu in mus)
{
if (!MUSFixed.Contains(mu))
Fix(mu);
}*/
}

It seems to be a bug. I am checking it. Best regards Thomas

Hier sind immer alle Versionen (über die Unity Rechnungsnummer oder unsere Rechungsnummer) herunterladbar:
https://download.realvirtual.io/download

Wenn die passenden Versionen zusammen sind muss es funktionieren. Falls ein Problem auftritt bitte melden - notfalls machen wir ein Teams Support Meeting.

Gruß

Thomas

I am sending you an updated sensor script, is fixed in the next upcoming release.

And for the configurable joint - it is destroyed when no guided transport is detected any more and it is only created if a "new" (not the old one again) guided transport is detected.

The shaking occurs because the guided transport system is attempting to keep the Moving Unit (MU) aligned with the line, leading to a logical 'collision' between lifting it and its collider while maintaining alignment with the line. This is the reason for the shaking. Using a normal collider to lift it out will not be effective. Why not use a second guided transport, similar to the lift in the demo scene, to lift it out?