Teilen Sie Ihre Erfahrunge und Wünsche mit uns und anderen Usern!
Teilen Sie Ihre Erfahrunge und Wünsche mit uns und anderen Usern!
I get this error when I import the package to Unity:
Assets/game4automation/private/RuntimeUI/SceneMouseNavigation.cs(801,38): error CS0103: The name 'SpaceNavigator' does not exist in the current context
Hi
I wanted to achieve a circular conveyordemo effect (Fig1), a reference to radialConveyordemo (Fig2), but the MU transported in a circular conveyordemo is skewed in position, and I froze the XYZ rotation of the MU

Fig 1

Fig 2
We found the issue with Prosys.
https://forum.realvirtual.io/communities/1/topics/482-import-nodes-remains-importing-for-ever
Dear all,
I'm having problems to connect to a remote OPC UA server using the OPCUA Interface Component.
I followed the "Connection troubleshouting" guidelines provided in "/game4automation/Documentation/opcua.html".
Configuring the OPC Server with "No security certificates and passwords" I could connect OPC Watch with the server (see Image):

However, when I tried connecting through the Unity OPCUA Interface:

I get the following error message:
OPCUA Interface - Error in activating session [BadUnknownResponse]
UnityEngine.Debug:LogError (object)
game4automation.OPCUA_Interface:Connect () (at Assets/game4automation/private/Interfaces/OPCUA4Unity/OPCUA_Interface.cs:179)
game4automation.OPCUA_Interface:EditorImportNodes () (at Assets/game4automation/private/Interfaces/OPCUA4Unity/OPCUA_Interface.cs:246)
game4automation.OPCUAInterfaceEditor:OnInspectorGUI () (at Assets/game4automation/private/Interfaces/OPCUA4Unity/private/Editor/OPCUAInterfaceEditor.cs:20)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
As it can be seen in the last image, I'm using Unity 2021.3.2f1 Editor with Game4Automation Digital Twin Professional 2020.
Any idea of what I'm missing?
Thank you in advanced.
Hi, I checked. I found an issue with reconnection, that is why I am attaching here a new script. This will be included in next release.
The disconnect problem and the PLCOutputBool can't be reproduced here on my computer with Simit.
Hello,
we are using the PLCSim Advanced Interface.
We can Import the PLCSignals without any Troubles:

The first time that we start the simulation in Unity everything is working fine (COM OK).
But after we stop the unity editor and try to start again, we get “No Mutex”... so no communication is established between the plc and Unity.
We found out that creating a new PLC Instance and re-importing the signals “fix the error”... but just for the first run. Then we have to repeat the process of creating a new PLC again and again...
Could be some background process blocking the communication? Thank you in advance.
Which version of robodk is compatible with game4automation opc ua or game4automation professional. I ask, because I want to communicate robodk 4.0 with game4automation professional.
Hello,
I was wondering when will OPC UA for Unity 2019 will be supported?
With kind regards,
Stan (Developer at Siemens)
Hi, we have no tutorial about that.Even if Unity 2019 is not officially supported yet, you should be able to get it running. What is your problem. What kind of error messages do you have?
Hello, I am a Chinese user and I greatly appreciate your company's products
Based on the Pro6 Ver8152 test, the S7_interface AreaReadWriteMode DB test found the following issues (everything is normal in non AreaReadWriteMode mode, but the communication load is high):
1.At the beginning, the O/I of my DB5 corresponded to PLC Output/Input and S7_interface settings:
AreaReadWriteMode:True
DBOutputs:5
MinAreaDBOutput:0
MaxAreaDBOutput:143
DBInputs:5
MinAreaDBInput:144
MaxAreaDBInput:277
ArgumentException: Offset and length were out of bounds for the array or count is greater than the number of elements from index to the end of the source collection.
System.Buffer.BlockCopy (System.Array src, System.Int32 srcOffset, System.Array dst, System.Int32 dstOffset, System.Int32 count) (at :0)
realvirtual.S7Interface.WriteS7 () (at Assets/realvirtual/Interfaces/S7TCPIP/S7Interface.cs:933)
realvirtual.S7Interface.CommunicationThreadUpdate () (at Assets/realvirtual/Interfaces/S7TCPIP/S7Interface.cs:1083)
realvirtual.InterfaceThreadedBaseClass.CommunicationThread (System.Threading.CancellationToken token) (at Assets/realvirtual/Interfaces/InterfaceThreadedBaseClass.cs:226)
realvirtual.InterfaceThreadedBaseClass.b__36_0 () (at Assets/realvirtual/Interfaces/InterfaceThreadedBaseClass.cs:124)
System.Threading.ThreadHelper.ThreadStart_Context (System.Object state) (at :0)
System.Threading.ExecutionContext.RunInternal (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) (at :0)
System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) (at :0)
System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state) (at :0)
System.Threading.ThreadHelper.ThreadStart () (at :0)
UnityEngine.<>c:b__0_0(Object, UnhandledExceptionEventArgs)
2. Through debugging and positioning, I modified some of the code and wrote it to PLC.DB.tags normally, but all reads failed without any errors:
WriteS7()
{
...
if (AreaReadWriteMode)
{
...
case S7InterfaceSignal.S7TYPE.BYTE:
Buffer.BlockCopy(bytes, 0, dstarea, pos, 1);
break;
case S7InterfaceSignal.S7TYPE.WORD:
Buffer.BlockCopy(bytes, 0, dstarea, pos, 2);
break;
case S7InterfaceSignal.S7TYPE.DWORD:
Buffer.BlockCopy(bytes, 0, dstarea, pos, 4);
break;
case S7InterfaceSignal.S7TYPE.SINT:
Buffer.BlockCopy(bytes, 0, dstarea, pos, 2);
break;
case S7InterfaceSignal.S7TYPE.INT:
Buffer.BlockCopy(bytes, 0, dstarea, pos, 2);
break;
case S7InterfaceSignal.S7TYPE.DINT:
Buffer.BlockCopy(bytes, 0, dstarea, pos, 4);
break;
case S7InterfaceSignal.S7TYPE.USINT:
Buffer.BlockCopy(bytes, 0, dstarea, pos, 1);
break;
case S7InterfaceSignal.S7TYPE.UINT:
Buffer.BlockCopy(bytes, 0, dstarea, pos, 2);
break;
...
}
...
}
3. Clone PLC DB5 to DB3, set DBInputs to 3, MinAreaDBInput to 0, and read/write everything is normal
4. Modify MinAreaDBInput: 2, the last 2Byte Read in the Read area is invalid
Modify MinAreaDBInput: 4, the last 4Byte Read in the Read area is invalid
... and so on
5.In OPCUA mode, Unity is played twice, but the value of PLCINput is restored to default, but the PLC memory remains in the same state as when the first attempt ended without any changes
6. I debugged the same Unity simulation project implementation based on our own S7.NET communication program: the conveyor belt transfers the tray until the PLC detects the Unity sensor signal and stops, and the OPCUA signal of RealVirtual.io always detects it and runs for a distance before stopping (the faster the speed, the farther it exceeds the distance). However, our own use of S7.NET does not have this problem (we use S7.NET.ReadClass to batch read, parse, update the drive object, update the ValueChange, update the WriteData, and WriteClass to time 50ms WirteData to the PLC).
Could you please help analyze and provide feedback on the above issues? Additionally, I have code to convert the DB exported by the PLC into complete XML, and I hope to modify it into the tag import mechanism of OPCUA in the future (as RealVirtual 6 does not support DB import, I am currently using OPCUA to import PLCTags, and then using OpcuaTagoS7 to change the OPCUA tag to S7Interface AreaReadWriteMode for communication, as I am concerned about the performance issues of OPCUA's subscription mode for large-scale PLCTAGS)
I have sent you the relevant attachments via email. Regarding the method of generating PlcTagsXML from DB, you can also contact me if you need it, because we have successfully tested and verified this aspect through the project (the method found online has multiple bugs in the calculation of S7 address offset).
Looking forward to your reply~
S7_Interface AreaReadWriteMode Debug.zip
By:Liuxingsuifeng
Email: 410701881@qq.com
I'm starting out with RealVirtual, and I've ran into a problem right away regarding the UI.
In this doc, it says that a Modern Drive Gizmo should be shown When I select a drive, but I don't see any kind of handles other than native unity handles.
I checked the Drive in the settings panel and also added an icon, but I'm not seeing any kind of icons or gizmos in the main 3D view nor in the hierarchy view. This is a new clean project using Unity 6 LTS and RealVirtual 6.0.7. The only thing I've added is our 3d model that is not modified since import.
https://doc.realvirtual.io/components-and-scripts/motion/drive#modern-drive-gizmos-updated-in-6.0.3
