Your comments

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";

Hi, thanks for reporting and finding the issue.  


Please relace the method by this:  


//! Check if any UI input field has focus - uses EventSystem for O(1) performance
private bool CheckForFocusedFields()
{
// Check if currently selected GameObject is a TMP_InputField (O(1) performance)
var selectedObject = EventSystem.current?.currentSelectedGameObject;
if (selectedObject != null)
{
var inputField = selectedObject.GetComponent();
if (inputField != null && inputField.isFocused)
return true;
}

// Check UI Toolkit focus controller
if (focusController != null && focusController.focusedElement is TextField)
return true;

return false;
}


We will inlclude this in the next update.

Thanks for reporting - we are checking for a solution - maybe caching it and will let you know.

Hello,

thank you for sharing your issue.

We only support Unity 6 LTS versions. You need to open your project with a Unity 6000.0.x version. The Sentis package should default to version 2.1.3 and resolve the issue