Your comments

Hello,

we found out that Unity is using the new naming convention also in the last 6000.0.x versions.

If you downgrade to Unity 6000.0.46f it should use the old naming convention for the Sentis package and compile successfully.

We are currently working on a patch of AI Builder supporting the new naming. It will be released for our Unity 6.3 LTS version coming soon.

Regards,

Vincent

Hello,

we will investigate your problem and try to reproduce the behaviour.

If we cannot reproduce the error we suggest to have a short teams meeting to look at your setup.

Best regards,

Vincent

Hello,

the symptoms you get hint to a missing installation of the Unity Sentis package or to the wrong version being installed. The version you need is Unity Sentis 2.1.3

Once it is correctly installed you you see a menu in your project which is currently missing and the project should compile

Image 1439

Best regards,

Vincent

You can put MU under other MUs and they sub MUs will automatically have no physics (they will be "loaded" MUs).

Hi,

Thanks for reaching out!

For building hierarchical structures in your simulation, we'd recommend using parenting or Groups combined with Kinematic — you can find detailed guidance here: https://doc.realvirtual.io/components-and-scripts/motion/kinematic

One of the nice things about this approach is that it gives you flexibility regardless of how your Unity hierarchy is currently organized. Moving drives without physical joints also tends to provide better stability, which is especially helpful when you're receiving cyclic position updates from controllers.

As a tip that might simplify things: from a kinematic perspective, X-Front and X-Back effectively function as a single drive, so you may not need to model them separately — that could save you some setup work!

Let me know if you have any questions or if I can help clarify anything further.

Best regards
Thomas

Please try changin in line 779 this:

if (connectionstatus == 0)
{
int ExecTime = Client.ExecTime();
// Use ThreadStatus for thread-safe logging (no Unity object access from background thread)
ThreadStatus = "S7 interface connected - time: " + ExecTime.ToString() + " ms";