Your comments

In Grip I found the only piece of code adressing the kinematic of the MU:

if (PlaceLoadOnMUSensor == null)
{
if (!NoPhysicsWhenPlaced)
rb.isKinematic = false;
}

Commenting out the line rb.isKinematic = false; did not work.

As soon as the gripper opens, the rigidbody stops being kinematic.

I now get this error message, but the carrier starts as being kinematic, but that changes as soon as i start the game.

No problem! I will ask the company to make a video/post once everything is finished. It's good promotion for us as well! 

Thank yo so much! This worked!

I hope you have time to check this, i've been trying to fix it for a day and it doesnt work yet. It's all i need to test my system.

IF i use PLCInputInt (or output int) K (on my table) will be on M5.0 because the int is specified as 32 bits, instead of the 8 bits that a byte is long. This results into a memory mismatch

I fixed the problems I had with the mapping, but I have one problem left. In Game4Automation you can set it on PLC output int,bool or float, but I need a Byte (so in ABB robotstudio one group input has 8 bits instead of the 32 of the INT). I've looked in the code and found some traces of the BYTE and WORD option, but I cannot find them in the scripts.

I Hope this table clarifies what i need.

InputMapping in robotstudioMapping in Game4automation
A0M0.0
B1M0.1
C2M0.2
D3M0.3
E4M0.4
F5M0.5
G6M0.6
H7M0.7
J8-15M1.0
K16M2.0

I have a new question. When creating the list as described, I have a group input which is the size of one byte. How can I get this in unity? I see that there is a signaltype.byte in the switch statement in ABBRobotStudioInterface.css but I cannot see where it writes the signaltype. I've tried filling "BYTE" in the "origin data type" field, but no luck so far.

Hm, thanks for the response but I cant find what to do with high device mapping numbers, I see ABB using 0-8 in their tutorial as well.