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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.
Input | Mapping in robotstudio | Mapping in Game4automation |
A | 0 | M0.0 |
B | 1 | M0.1 |
C | 2 | M0.2 |
D | 3 | M0.3 |
E | 4 | M0.4 |
F | 5 | M0.5 |
G | 6 | M0.6 |
H | 7 | M0.7 |
J | 8-15 | M1.0 |
K | 16 | M2.0 |
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.
Customer support service by UserEcho
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.