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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.
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?
The VR Environment is only included in the Game4Automation Professional. But i have the Professional version.
after activating the VR environment in the demo scene i got the following message:
The VR Environment is only included in the Game4Automation Professional.
I'm owner of an Professional version. What can i do?
is it possible to implement some kind of share space into the forum or website, where users can upload their custom made scripts to extend the functionality of the implemented behavior scripts?
in the Selection Window I see all groups I defined. If I create a Group with a new name, I have to hit the play button to refresh the list. After that I can add more GameObjects by hitting the plus-Button.
Can you add a Refresh Button for the group list, so that I will not have to hit play every time I create a new group?
I'm currently learning how to use game4Automation for a project and I'd like to read custom data types from the OPCUA server.
In the demonstration server, there is a Work Order variable (ns2, s=Demo.WorkOrder.WorkOrderVariable) which contains a StatusComments array recognized as an ExtensionMethod by game4automation. This array can be read as a byte array, but is there any better way to do this? It is pretty messy and not easy at all to work with.
Thanks for your answer!
For the moment I don't know how to proceed here. If you write an object I don't know the reason why the type is being changed. What you are doing is more than the standard features and functions we provide. It would need some work on our side to check where the problem is. Maybe you did a mistake in how you pass the Extension object. But really hard to say without having the same setup. If you could somehow give us a full setup (OPCUA test Server with needed data structure and a reduced part of your code where we can check what is happening) we can check it. But this is so special that we would need some support budget if the effort on our side is to high.
Ich bekomme einen Fehler wenn ich versuche eine .STEP Datei mit UTF-16 Encoding zu öffnen. Ist das ein Fehler im Coding oder wird UTF-16 nicht supported?
Leider kann ich die STEP Datei nicht mitschicken, da diese rechtlich geschützt ist.
Hier die Fehlermeldung:
Error: UTF-16 to UTF-8 conversion failed because the input string is invalid
game4automation.CADLink:ImportCadData () (at Assets/game4automation/CADLink/private/CADLink.cs:354)
game4automation.CADLink:ImportCad () (at Assets/game4automation/CADLink/private/CADLink.cs:182)
game4automationtools.Editor.NaughtyEditorGUI:Button (UnityEngine.Object,System.Reflection.MethodInfo) (at Assets/game4automation/CADLink/private/NaughtyAttributes/Scripts/Editor/Utility/NaughtyEditorGUI.cs:179)
game4automationtools.Editor.NaughtyInspector:DrawButtons (bool) (at Assets/game4automation/CADLink/private/NaughtyAttributes/Scripts/Editor/NaughtyInspector.cs:188)
game4automationtools.Editor.NaughtyInspector:OnInspectorGUI () (at Assets/game4automation/CADLink/private/NaughtyAttributes/Scripts/Editor/NaughtyInspector.cs:52)
So I can import a 3MF file created with SolidWorks; however, the result import in Unity appears as a bright violet version of the object. I also just tried manually importing the toy car sample 3MF and the colors were transferred properly. This leads me to believe I need to define a material mapping which I am unable to do within the CADLNK Unity asset features.
I am trying to follow the instructions here https://game4automation.com/documentation/current/cadlink.html#3MF-Import-Settings and see if designing my own material mapping will resolve the issue. However, when I click on the "Create New Material Mapping" button I get the following error
IndexOutOfRangeException: Index was outside the bounds of the array.
game4automation.CADLink.CreateAsset[T] () (at Assets/game4automation/CADLink/private/CADLink.cs:750)
game4automation.CADLink.CreateMeaterialMapping () (at Assets/game4automation/CADLink/private/CADLink.cs:86)
The line of problem is
var find = AssetDatabase.FindAssets("StandardMaterialMapping t:ScriptableObject");
string path = AssetDatabase.GUIDToAssetPath(find);
I'm guessing the issue is that when I import the CADLINK asset the "StandardMaterialMapping" is not included. I am struggling to find any further documents outlining the details of what a material map looks like. Is there no default option which just takes the color defined in the 3MF file and uses that to create the unity material? I thought that would be the default and was the main appeal of asset.
Please let me know if there is something I am doing incorrectly, because I'm looking through all the available documentation and other forum responses to try and figure out what is going on.
Unity Editor Version 2019.4.21f1 LTS
Looking at the documentation here https://game4automation.com/documentation/current/index.html
either the documentation is outdated, or I am having an issue getting the main menu bar item for the game4automation to appear on my editor.
There are conflicting screenshots showing that upon importing the asset it will create a "Tools > game4automation" in the main menu bar, and others showing that the "game4autmation" item will appear in the top level main menu bar. Neither of these are created when I import from the asset store.
I saw previous forum posts stating to use LTS versions of Unity. Should I be on the 2020 LTS version now?
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