Your comments
Im currently using the transport surface before the rotator unit to lock the carrier rotation on enter (and i have set none at the exit and at the enter of the rotator unit) but the boxes for locking the rotation stay ticked. When I manually untick them there is no clear difference in performance.
Also when i slow it down in the drive cylinder script it doesnt work. It still ends up too high. When jogging manually it seems to work until i stop jogging, then it " jumps" to the position with the offset.
Hello,
The rotating units now work perfect without the offset (by just adjusting the rotation of the gameobject).
But when I transport a carrier to the transport surface it doesn't rotate with the rotator. When I then realign it by hand it kinda works. 2022-10-31 09-19-31.mkv
There is still a problem with the rounding and the kinematic group. When I slow it down it works perfect, but the faster it goes the more it will deviate.
Hello,
What happens is the following:
Because the "Conv" gameobject is in the "lift" group, it is moved to the parent object of the lift group (LiftCyl). The liftcyl is turned by 225 degrees, which causes the bug I reported earlier with the transform of the rotating transport unit.
I've tried your fix for this but after the fix the carrier drops through the transport surface.
So This bug is also caused by the bug in transportsurface.cs or by the re-ordering of the gameobjects that are in the same group.
Thanks! I am still looking into the other problems, I've found some with the fix of the rotating transport unit (and with the original transport unit script). I am now looking into the problem with the backwards/forwards toggling of this unit, although that feels more like a control issue than a bug because i cant replicate it by hand. I will be testing with the PLC Today.
In addition to this bug, when using an offset of 90 or -90 degrees with the old transportsurface.cs the carrier does not rotate when rotating the transport surface. We have a big demo in two weeks and this bug prevents us from doing the demo since our transport system relies on this piece.
Have you checked this?
I have gotten a solution from the Realvirtual team in the past, the problem is that it doesn't work as they told me. So maybe there is something wrong in their scripts, that's why im reporting the bug!
If they can't find the problem I can try your solution. It is not very clear where I should put your parts of the code since these only look like parts of scripts and there are no example scenes to use, just like your version of the guided transport system.
I really appreciate you responding to my posts, but without examples and complete scripts (like the transportsurface.cs) I'm having a hard time understanding where to put your code (and how to implement it).
Customer support service by UserEcho
2022-10-31 11-35-32.mkv
you can see here that sometimes the carrier doesn't rotate the same amount as the transport surface and drive. This causes it to bug into the walls and jump up. Sometimes it happens after the first round, sometimes it takes a lot of movements, it is not predictabale. This is all with a rotation unlocked carrier because of the fact that the boxes dont untick when transitioning from the conveyor to the turn unit (so I turned the rotation lock off completely for this part).