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How fix this:
null texture passed to GUI.DrawTexture
UnityEngine.GUI:DrawTexture(Rect, Texture, ScaleMode)
game4automation.QuickToggle.Editor.QuickToggle:DrawHierarchyItem(Int32, Rect) (at Assets/game4automation/private/Editor/QuickToggle/Editor/QuickToggle.cs:390)
we don't know this error. Could you upload your project? I will send you via email a link for uploading.
Hi! I have an issue with my project working with game4automation professional that we just purchased. So we have a Game/project working on unitys 2019 version and i tried to import the g4a asset in it ,but the toolbar only has the Parts4Cad option. on 2018 empty project it works perfectly, but i am not so experienced with unity and was wondering if the asset works at all with 2019 versions (most important ones TwinCat ADS or the OPCUA) OR if there is a way to downgrade projects unity version
usually it should also work with 2019. But we recommend to use LTS (Long Term Stable) releases because Unity is sometimes changing to fast for industrial use cases. We develop and test in 2018.4. On our build server we also try to compile and build with 2019, but it is more risky that we miss something in 2019. So I would recommend to only use 2019 if you really need it.
I just checked latest release and 2019 and it works on my computer without problems. The main menu is available and the demo model is working as expected.
You should also check that you are using .Net4. compatibility level - even if this should be not an issue with the main menu. But some interfaces might not compile without .Net40
There seems to be an issue / collision with anything what is already in your 2019 project. I don't know what. Could you please check the Console log for some more information.
If i would buy the Professional version for schools account, would it be tied to that account and could be used on other projects after i'm done with mine?
the license is tied to the organization who purchased the Asset. There seems to be no official way to transfer a license to another organization (e.g. from school to you personal) if you purchased on the Unity Asset Store.
You could purchase the license directly from us. For doing so please just fill out this form (Button "Request a quote" and you will get an offer: https://game4automation.com/en/buy
We could allow you the transfer if needed later on based on a simple mail you are sending to us.
I noticed a problem with the motion axis feature in G4A. I created some sort of articulated arm which rotates around the vertical y-axis using a Drive script and a Drive_FollowPosition script. This works fine, however problems occur when I add a linear (prismatic) drive in a child object of it. I added a video to make it more clear: As you can see there is Link1 which rotates and Link2 (green) which contains a drive script with the direction "Linear Z". Since Link2 doesn't have any Drive Behaviour script yet, it shouldn't move at all, but as you can see, it starts drifting away. This problem doesn't occur when only rotational joints are used in the kinematic chain. Is it possible to fix somehow?
you need to change this line (left = old, right = new) in the Drive script:
It will be changed in Release 1.024 (Build 246 and upwards).
For customers who wish a Beta download - please send us your Invoice Number and we can send you a download link!
I'm trying to follow the tutorial with the small conveyor. I've inserted the conveyor and instead of deleting components I directly jumped to "Insert Source". However I can not place a can onto the conveyor. Please see pictures. Is this linked to the error/info message I see when I click on "game4automation". BTW: I can't find this post processing stack at the unity store.
When inserting the demo model scene or even a new game4automation there is some sort of UI screen visable. It can by hidden but it shows also a button which can not be clicked. Very strange. I have pictures if this helps
You seem to be in editor view. The UI can be disabled by
- deleting everything under game4automation (what will delete totally the UI out of the project)
- or by deselecting the Layer
In Game mode you can deactivate the full UI deselecting this option:
I am running the OPCUA demo with the UaCPPServer and it works fine, except that the values are not shown next to the GameObjects in Unity. I can see the current values from the server on each OPCUA_Node component, however it seems that the corresponding PLCSignals were not created like they should (from the OPCUA documentation page: "If the Game4Automation framework is installed, additionally all
corresponding PLCSignals are created. These signals can be dragged and
dropped with sensors or drives of the Game4Automation framework.")
I then added a PLC Output Float script manually to the respective node (see picture). Now the current value is shown next to the GameObject, but it doesn't update.
I also tested this with the test scene (OPCUADriveReadingWriting.unity) provided here: https://forum.game4automation.com/communities/1/topics/101-write-to-opc-ua-varible-using-the-plcinputfloat-datatype
But the PLC Output value is also not updated there.
first of all I strongly recommend to use Unity 2018.4 instead of 2019. Specially when compiling to the Build with an IL2CPP compiler there might be issues with Unity 2019.
There is something interfering with the demo use cases (need still to check what exactly).
Please follow these steps:
- Make sure that the compiler defines are set to GAME4AUTOMATION; GAME4AUTOMATION_PROFESSIONAL
Import while running the OPCUA server the nodes again. If you have enabled with the Compiler defines the full framework it will also create all PLCInputs and Outputs:
If you try now to run it you will get errors:
These errors are because the demo server is limited in subscriptions.
You need to turn off all subscriptions in the OPCUA nodes or you turn it off in the OPCUA interface and import again:
Please also delete the Use Cases completely (we will get rid of the problem with the use cases in the next release).
Now it should work as expected:
You find also the full working model (based on Unity2018.4) in the Uploadfoalder I have send you via mail.
I have recently bought the game4automation Pro, as I need simit and unity to communicate with eachother.
I have no issues getting SIMIT and unity to communicate via the SHM interface when using the "play" button from the editor, but when I run a compiled application Unity and SIMIT do not communicate.
I have tried to use both "2019.1.14f1" and "2018.4.9f1 LTS" versions of unity. As the function "Apply Standard Settings" fail in my "2019.1.14f1" project but switching to "2018.4.9f1 LTS" where the function runs without error did not help.
"GAME4AUTOMATION_PROFESSIONAL;GAME4AUTOMATION" is present in the "Scripting Define Symbols" field.
what am I missing?
I uploaded Version 1.020 to Unity's Asset Store. This should fix the problems. You can now use pure .Net4.0 projects. Also CADLink is now able to compile wit .Net4.0 settings.
It will be availabe latest on Monday on the store.
Dear game4utomation team,
Recently we bought the Game4Automation Pro Asset in Unity, and so far we really like it.
We set up a simple project in Simit and managed to get the interface working with the shared memory solution.
For this we used the Update() method off Unity, now we would like to use a event based system to reduce the load on the system. In the PLCOutput class the event SignalChanged is available and we tried to implement this.
So in this example we would like to toggle a bool to change the color on a traffic light.
public class Verkeerslicht3 : NetworkBehaviour
public Material yellowMaterial;
public PLCOutputBool yellowEnable;
public MeshRenderer yellowMeshRenderer;
yellowEnable.SignalChanged += OnYellowEnableStateChange;
private void OnYellowEnableStateChange(Signal obj)
private void RpcSetGeel(bool state)
yellowMeshRenderer.material = state ? yellowMaterial : disabledMaterial;
But if we toggle the Bool in Simit the OnYellowEnableStateChange is not called.
Can you help with this?
there was a problem with the automatic settings of the defines.
Please check if the PLCOutput Script was added to your variable automatically:
If not please set in the defines manually "GAME4AUTOMATION" and reimport all OPCSignals.
Now it should work
I would like to create a digital twin of an already existing system, which is using a S7-1500 controller.
Is the basic version capable to create a bidirectional communication between the digital twin and the real system?
Does a change in state of the physical object directly lead to a change in state of the digital twin and the other way around?
1) yes this is the case. In Professional there is the 3MF interface included (since yesterday). You can directly import from all CAD-Systems which are able to export 3MF. Professional will get aditional features fur the 3MF interface like Updating, Mesh reduction .....
2) Yes you only need to buy and use PixYZ if you want to import the mentioned formats. Which CAD System are you using. For Solidworks we will have soon addtional export functions (as Solidworks makro) which will be more than what PIXYZ is able to do (like export kinematics).
3) Yes, 3MF with Game4Automation Professional - the rest is standard unity.
4) Yes it is. The 3MF interface is just a script attached to a GameObject. You can use it also in Runtime (during simulation).
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