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0
Answered

Driver_Simple script does not accept OPC UA variable nodes

Ernesto 3 years ago in OPCUA4Unity updated 3 years ago 17

Dear developers,

I was trying to connect a custom Game4Automation Scene to a PLC through OPCUA Interface.


I followed the instructions from this tutorial:

Youtube video


The OPCUAInterface is updating the nodes correctly:


Image 582

However, when I tried to link a bool variable node from the OPCUAInterface to the Driver_Simple interface dragging it and droping it into the forward variable, it wasn't accepted (the forbiden symbol appeared).

Image 583

If I use the PLC signal component I'm able to link the component without problems.

I'm using Unity 2021.3.2f1 Editor and the game4automation-Professional-2019.13 package (OPCUAInterface is not working in the latest version of G4A, see https://forum.game4automation.com/en/communities/1/topics/376-opcua-interface-error-in-activating-session).

Any idea of what am I doing wrong?

Thank you in advance!

Answer
Support 3 years ago

Hi Ernesto,


I am able to connect and to import the signals (even if I am not able to connect to the PLC because I don't have same setup).


Don't know where the problem is. Just for beeing sure I will send you again the latest code of the interface via mail. Please also check in Kepserver if you enabled anonymous login.


0

I can connect through OPCWATCH but when I try through G4A it doesn't work

Juliano Cortes 3 years ago in OPCUA4Unity updated 3 years ago 1
See the connection via OPCwatch
Image 578

When I try to import the nodes into UNITY see the errors. And I already tried ANONYMOUS SECURITUY POLICY 0.1 AND 2.
Image 579

0
Answered

Bibliothek

je-a-s 3 years ago updated by Support 3 years ago 1

Ich habe eine weile mit eine anderen Simulation System gearbeitet. Daher folgende Fragen

Kann man in Game4Automation sich eine Bibliothek anlegen und sich  die Erstellung einer Szene (fuer Kunden) automatisieren.

Bei dem anderen System kann via einer I/O Liste und einen externen Tool Marcos ausgewählt  und die Verlinkung zu diesen erzeugt werden.

0
Answered

Axis with encoder

je-a-s 3 years ago in General Questions updated by Support 3 years ago 2
is there a sensor type encoder ?

Answer
Support 3 years ago

... and if you need a pulse encoder - sending pules every xxx millimeters, this will be available in one of the next releases. If you are a customer and purchased a professional version - please send us an email to info@game4automation.com with your Invoice and we can send you a beta of the pulse encoder. 

0
Answered

ABB Word mapping

Bo Adam 3 years ago updated 3 years ago 2

Hello,

A small time ago we had a conversation about adding bytes into the device mapping of ABB, now i needs words (16bits). 

We are trying to get the Word option to work as well, we have changed the code to the following:

Only thing we are not sure about is the line with accessor.Write(posheader, (byte) 10).

Is this correct or should we change it?

Sorry for the formatting, couldn't find the code button.

if (signal.OriginDataType.ToUpper() == "BYTE")

{

if (signal.GetType() == typeof(PLCInputInt) || signal.GetType() == typeof(PLCOutputInt))

{

if (lastbit)

posmemory = posmemory + 1;

bit = 0;

shm.bit = 0;

lastbit = false;

signal.Comment = $"M{posmemory}";

accessor.Write(posheader, (byte) 8);

shm.type = SIGNALTYPE.BYTE;

posmemory = posmemory + 1;

}

}

else if (signal.OriginDataType.ToUpper() == "WORD")

{

if (signal.GetType() == typeof(PLCInputInt) || signal.GetType() == typeof(PLCOutputInt))

{

if (lastbit)

posmemory = posmemory + 1;

bit = 0;

shm.bit = 0;

lastbit = false;

signal.Comment = $"M{posmemory}";

accessor.Write(posheader, (byte) 10);

shm.type = SIGNALTYPE.WORD;

posmemory = posmemory + 2;

}

}

else

{ if (signal.GetType() == typeof(PLCInputInt) || signal.GetType() == typeof(PLCOutputInt))

{

if (lastbit)

posmemory = posmemory + 1;

bit = 0;

shm.bit = 0;

lastbit = false;

signal.Comment = $"M{posmemory}";

accessor.Write(posheader, (byte) 10);

shm.type = SIGNALTYPE.INT;

posmemory = posmemory + 4;

}

}

Sorry if you saw my answer on the last message, but i thought it would be good to make a new topic! 

Answer
Support 3 years ago

I will add this in one of the next release. For Words you need to write a 9 as Type ID.

0
Fixed

OPCUA problems - doesnt Import any In-/Outputs

AndreS2 3 years ago in OPCUA4Unity updated by Support 1 year ago 8

Hey there,

first of all - the example Project provided with the Unified Automation OPCUA Server is working fine. 

Im using the latest Release of G4A which is 2020.16-beta-1123 and Unity Version 2020.3.19

The PLC is created in TIA Portal v17 which sends it to PLCSimAdvanced v4.0.

(Yes(!) i know i could use the PLCSimAdvanced Interface, but for now i have to stick to the OPCUA Interface)

This is what OPC Watch looks like when connected to my PLC which has an OPCUA Server:

Image 565



You can see the Inputs and Outputs. 

When trying to import these Nodes into Unity with the G4A Framework im getting

Image 566


In the "PLCOutputBool.cs", when changing from

Image 567


to

Image 568

The import finishes with no more errors.

Image 569

But now looking into Unitys Hierarchy, no In-/Outputs where generated.(No Dropdown available at the Input & Ouput Gameobject)

Image 570


Even then whole "PLC_1" Node is missing in Unity.

Image 571

Answer
Support 1 year ago

It is solved @Robin: thanks a lot for your help.

It will be included in release 2022.12.

For everybody having same issue before - please integrate this into OPCUA_Interface.cs:

Image 1081

0
Answered

Problems with Transformation of Chains

Nicola Lienhöft 3 years ago in realvirtual.io Starter and Professional updated by Support 3 years ago 5

Hello,

I created a chain with chain elements and it is working fine. Now I tried to make a copy and turn it around 90°Z. Some of the chain elements are now moving in a wrong direction, but not reproduceable. Even if I create a new spline and replace all scripts, it is not working corrrectly. Shifting along the axes works, but turning is not possible.
Does someone know a trick?

Answer
Support 3 years ago

Can you send us your example and we will check it.

0
Under review

OPCUA doesnt connnect on unity executable

mcouso 3 years ago in realvirtual.io Starter and Professional updated by Support 3 years ago 7

Hello,


i have been working on a project that uses OPCUA to get some data from a server and when I execut it on the editor of Unity everything works fine but when I try to make the executable for windows platforms, in the executable doesn't connect to the server. Do I need to use any special settings to do the build on Windows?


Please if someone could help me with this I would really apreciate it. Thank you

Answer
Support 3 years ago

Hard to say. Are you able to get the Log data when you start it as a compiled version. There should be no special settings you need to consider. You could also use this Asset to get  the Console Log in the Unity Player Window:

https://assetstore.unity.com/packages/tools/gui/in-game-debug-console-68068

0
Answered

OPCUA with 2020.15 Doesn't Import Arrays

Neil 3 years ago in OPCUA4Unity updated by Support 3 years ago 2

Hello. I have setup an OPCUA Client without issue on several versions of Unity (2019.4.18f1, 2020.3.25f1) with game4automation 2020.13. 


I now seem to have an issue Importing array nodes after an update to game4automation 2020.15. 

The nodes import, but the arrays are only a single gameobject without a list of value, instead of a hierarchy array of game objects that it does with 2020.13. 

Is this a known issue, or does it work differently with arrays now? Possibly because of the OPCUA change in 2020.14?

Answer
Support 3 years ago

Yes, arrays are not supported currently. We will add this in one of the next releases. If you need it at this moment you should go back to the old version.

0
Not a bug

Build

Filip D 3 years ago updated 3 years ago 2

UnityEnginy 2020.2.6f1

Building the project end with error. "ArgumentException: The Assembly ZeroFormatter is referenced by PREspective ('Assets/Plugins/PREspective/PREspective.dll'). But the dll is not allowed to be included or could not be found.

UnityEditor.AssemblyHelper.AddReferencedAssembliesRecurse (System.String assemblyPath, System.Collections.Generic.List`1[T] alreadyFoundAssemblies, System.String[] allAssemblyPaths, System.String[] foldersToSearch, System.Collections.Generic.Dictionary`2[TKey,TValue] cache, UnityEditor.BuildTarget target) (at <8c48e4bc2ff34638b69095cbb65e2e27>:0)

UnityEditor.AssemblyHelper.AddReferencedAssembliesRecurse (System.String assemblyPath, System.Collections.Generic.List`1[T] alreadyFoundAssemblies, System.String[] allAssemblyPaths, System.String[] foldersToSearch, System.Collections.Generic.Dictionary`2[TKey,TValue] cache, UnityEditor.BuildTarget target) (at <8c48e4bc2ff34638b69095cbb65e2e27>:0)

UnityEditor.AssemblyHelper.FindAssembliesReferencedBy (System.String[] paths, System.String[] foldersToSearch, UnityEditor.BuildTarget target) (at <8c48e4bc2ff34638b69095cbb65e2e27>:0)

UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)"

I Change Global functions "public static List GetGroups()" and "GetAllWithGroup(string group)" But, In corpasion it was witout differences.

I tried to build with differed API settings .NET 2.0 ant .NET 4.x

Probably there is probably problem with PREspective.dll, that doesn't properly connected to Unity, but I am not sure.

Do anybody has an idea ? thank you all.

Answer
Support 3 years ago

You have PREspective in your project (Prespective is another Digital Twin product). It is not a part of Game4Automation which is causing your problems. Please delete everything of Prespective or start with an empty project.

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