Hi, yes you can do that with Unity and Game4automation Starter. It is a little bit more complicated than for Android. You will need a Mac for final compilation (alternatively Unity’s cloud build) and an Apple developer account. In Unity’s build settings you will need to set IOS as Build target.
I don't know what your problem is because your the only one reporting this problem and here on our installation it works.
I have send you a link where you can upload your project.
as I can see from your screendump the Parts4Cad Windows Client seems to be downloaded to the streaming assets folder. I takes some time for the Parts4Cad Window to open. Are you sure that the window is not opened on another screen or behind another window. Please also turn off all your virus scan software.
With the latest Version of Parts4Cad and Game4Automation there might be a problem in combination. We detected the problem and will upgrade Parts4Cad the next days. Please try again Parts4Cad in a new empty project without Game4Automation.
If it still does not works please send us your project.
sorry we don't have a solution for the problem. Because of Unity is changing very fast we decided to relay on the Long Term Support releases which give long term support and better stability. So my advice is to use Unity 2018.4.8f1 and other 2018.4 Versions
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 am wondering why the event doesn’t works with OPCUA in the Beta - I will check an make it work
I will send you the beta via mail download link.
At the end it was easier as expected and we had an error in the signal override stuff what caused some problems.
At the end now it should work like you expected at the beginning. You can register to Signal change events by:
var com = GetComponent<PLCInputBool>();
com.SignalChanged += SignalChangedRuntime;
public void SignalChangedRuntime(Signal signal)
Debug.Log("Signal Changed Runtime " + signal.ToString());
Or you can use as an alternative UnityEvents in the Inspector:
You can see how it can be used in the Script TestSignalChanged attached to CanConveyorSensor in the Demo model.
The signal changed events should now be also emitted if you use Simit as an Interface.
Please check if everything works if expected. We are going to release this officially next week.
... and please give Game4Automation a positive feedback in the Asset Store Reviews - this is really helpfull!
Simit would need to be in this case the OPCUA server. Game4Automation is only able to be the client. Are you using Simit for modelling the logic or is it more acting only as an interface. If it is just an interface you could connect to the OPCUA server in the PLC directly from Game4Automation.
Please send me your Game4Automation Invoice number (i would need this to check your license).
You will get the Beta this afternoon.
And yes - this solution works for all Signals - independent from the Interface type.
Customer support service by UserEcho