Your comments

Can you send us your console log and tell us what is displayed in the interface status?

Image 1153

Hello, have you deleted something in the project. It seems that some scripts are missing. This may be related to wrong assembly definitions or maybe the scripts are really missing. The first thing you should try is to delete the library folder in the Unity project and restart Unity.

If something in the realvirtual.io folder was accidentally deleted or changed, you can try to simply import realvirtual.io back into your project. It is always recommended to make backups or use a revision management system such as PlasticSCM.

Hi, 

did you followed this:

https://doc.realvirtual.io/components-and-scripts/interfaces/plcsim-advanced#interface-configuration

Specially did you provided the path to your local Siemens.Simatic.Simulation.Runtime.Api.x86.dll and did you checked if you after starting the simulation find this dll in the streaming assets folder?

Best regards
Thomas

We recognize that despite the significant changes made in the last release to ensure the drive fixed update sequence for cams and gears, there is still a bug affecting functionality.

After investigation, we have identified the solution. To resolve this issue, please modify the Drive script by adding !issubdrive around line 880. This fix will also be included in our upcoming release.

Image 1148

Maybe a better version  - the issue is when the MU is on the same level as the fixer the fixer is fixing itself at start. We are extending our example models for the next release for having more loading and unloading examples.

foreach (MU mu in mus)
{
if (mu.gameObject != this.gameObject)
if (!MUSFixed.Contains(mu))
Fix(mu);
}

Please uncomment for the moment these lines, and it should work. We are checking how to proceed with the next release:

private void Start()
{
meshrenderer = GetComponent<MeshRenderer>();

if (!Application.isPlaying)
return;
signalfixerreleasenotnull = FixerRelease != null;
signalfixerfixnotnull = FixerFix != null;
signalbockhandingovernotnull = SignalBlockHandingOver != null;
meshrenderernotnull = meshrenderer != null;
/* var mus = GetComponentsInChildren<MU>();
foreach (MU mu in mus)
{
if (!MUSFixed.Contains(mu))
Fix(mu);
}*/
}