Your comments

Thank you very much.

We should implement in the next release a cycle time when the Read is done so that you can slow it down.

  1. When do you plan to release it?
  2. Are you planning to implement it for sure?


Could you also answer the following questions?

2. If polling is not enabled, how and at what period do you read the OPC server?

    [Result]

    I tried with the polling checked, but it got worse. (It froze and stopped working.)

    [Questions]

    1. When I checked the script I described in reference to the sample,
      I found that the "ReadNode function" is called with "FixedUpdate" when polling is enabled.
      Is this correct?
      Or is it intended to be used in a way that the user can play with whether it is called at "FixedUpdate" or at some other cycle?
    2. If polling is not enabled, how and at what period do you read the OPC server?

    [Prediction of what is happening]
    When polling was disabled, we can communicate piecemeal, although it was not clear which function was being called in which cycle.
    When polling was enabled, the "ReadNode function" was set to be called in a fast "FixedUpdate" cycle, which increased the number of calls and the load on Unity itself, resulting in a super drop in FPS.

    Thank you very much.

    Could you also answer the following questions?
    Is there a correlation chart between performance and registered parameters?
    If it exists, I would like it.

    Thank you for answering my question.

    Is there a correlation chart between performance and registered parameters?
    If it exists, I would like it.