Blueprint interface for manual physics control synchronized with FixedUpdate.
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| override void | PreFixedUpdate () |
| | Override PreFixedUpdate to signal whether physics will step this frame.
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| override void | PostFixedUpdate () |
| | Override PostFixedUpdate to step physics immediately after all FixedUpdate methods have run.
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| override void | OpenInterface () |
| | Opens the interface and starts communication thread.
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| override void | CloseInterface () |
| | Closes the interface and stops communication thread.
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| void | SetManualPhysicsMode (bool enabled) |
| | Enables or disables manual physics control mode.
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| void | StepPhysics (float timestep=0f) |
| | Steps physics simulation forward by a specified time duration.
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| override void | PostAllScenesLoaded () |
| | Override PostAllScenesLoaded to prevent base class from opening interface too early.
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| void | OnInterfaceEnable () |
| | Called by realvirtualController after all scenes are loaded to enable the interface.
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| void | UpdateInterfaceSignals (ref int inputs, ref int outputs) |
| | Creates a new List of InterfaceSignals based on the Components under this Interface GameObject.
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| Signal | CreateSignalObject (string name, SIGNALTYPE type, SIGNALDIRECTION direction) |
| | Create a signal object as sub gameobject.
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Signal | AddSignal (InterfaceSignal interfacesignal) |
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void | RemoveSignal (InterfaceSignal interfacesignal) |
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| virtual GameObject | GetSignal (string name) |
| | Gets a signal with a name.
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void | SetAllSignalStatus (bool connected) |
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void | DestroyAllSignals () |
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void | DeleteSignals () |
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| virtual void | OnOwnershipChanged (bool isOwner) |
| | Called when network ownership changes.
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| void | SetNetworkOwner (bool isOwner) |
| | Sets IsNetworkOwner and triggers OnOwnershipChanged callback.
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| void | PreStartSim () |
| | Is called by the realvirtualController before the component is started.
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| void | StartSim () |
| | Is called by the realvirtualController to start or stop the component.
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void | StopSim () |
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| Vector3 | DirectionToVector (DIRECTION direction) |
| | Transfers the direction enumeration to a vector.
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| DIRECTION | VectorToDirection (bool torotatoin, Vector3 vector) |
| | Transfers a vector to the direction enumeration.
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float | GetLocalScale (Transform thetransform, DIRECTION direction) |
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List< BehaviorInterfaceConnection > | UpdateConnectionInfo () |
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List< Signal > | GetConnectedSignals () |
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| void | SetVisibility (bool visibility) |
| | Sets the visibility of this object including all subobjects.
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List< BehaviorInterfaceConnection > | GetConnections () |
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List< Signal > | GetSignals () |
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| GameObject | GetChildByName (string name) |
| | Gets a child by name.
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| List< GameObject > | GetChildsByName (string name) |
| | Gets all child by name.
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GameObject | GetChildByNameAlsoHidden (string name) |
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List< GameObject > | GetAllMeshesWithGroup (string group) |
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List< GameObject > | GetAllWithGroup (string group) |
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List< GameObject > | GetAllWithGroups (List< string > groups) |
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List< GameObject > | GetAllMeshesWithGroups (List< string > groups) |
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List< string > | GetMyGroups () |
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List< GameObject > | GetMeshesWithSameGroups () |
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List< GameObject > | GetAllWithSameGroups () |
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| MeshRenderer | GetMeshRenderer () |
| | Gets the mesh renderers in the childrens.
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| void | SetCollider (bool enabled, bool includeTriggers=true) |
| | sets the collider in all child objects
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| void | ErrorMessage (string message) |
| | Displays an error message.
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void | ChangeConnectionMode (bool isconnected) |
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| void | Log (string message) |
| | Logs a message.
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| void | Log (string message, object obj) |
| | Logs a message with a relation to an object.
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| void | Warning (string message, object obj) |
| | Logs a warning with a relation to an object.
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| void | Error (string message, object obj) |
| | Logs an error with a relation to an object.
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| void | Error (string message) |
| | Logs an error.
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| GameObject | DebugPosition (string debugname, Vector3 position, Quaternion quaternation, float scale) |
| | Displays a gizmo for debugging positions.
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| void | SetFreezePosition (bool enabled) |
| | Freezes all child components to the current poosition.
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void | SetRbConstraints (RigidbodyConstraints constraints) |
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virtual void | AwakeAlsoDeactivated () |
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| string | ManualPhysicsStatus |
| | Current manual physics control status.
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| float | SpeedPercentage |
| | Physics simulation speed as percentage (100=real-time, 50=half speed via frame skipping, 25=quarter speed, 0=paused). Simulates external system throttling by skipping physics steps.
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| bool | EnableManualControl |
| | Enable manual physics control on start.
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| string | State |
| | Current connection status with visual indicator.
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| InterfaceState | state |
| | Internal connection state enum.
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| new string | ErrorMessage |
| | Last error message if connection failed.
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| int | ReconnectAttemptCount |
| | Number of reconnection attempts made.
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| bool | IsReconnecting |
| | Whether interface is currently attempting to reconnect.
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| int | InputSignals |
| | Total number of input signals found.
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| int | OutputSignals |
| | Total number of output signals found.
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| int | CommCycleMs |
| | Actual communication cycle time in milliseconds.
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| int | CycleCount |
| | Total number of communication cycles completed.
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| int | UpdateCycleMs |
| | Communication thread update interval in milliseconds.
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| bool | OnlyTransmitChangedInputs |
| | Only send input signals that have changed since last transmission (performance optimization)
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| bool | AutoReconnect |
| | Automatically attempt to reconnect on connection loss.
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| float | ReconnectIntervalSeconds |
| | Time to wait between reconnection attempts.
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| int | MaxReconnectAttempts |
| | Maximum reconnection attempts (-1 = unlimited)
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bool | DebugMode |
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bool | IsConnected |
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List< InterfaceSignal > | InterfaceSignals |
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Hashtable | SignalNamesOutputs |
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Hashtable | SignalNamesInputs |
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| string | Name |
| | The name of the component if it should be different from the GameObject name.
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ActiveOnly | Active |
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GameObject | FromTemplate |
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realvirtualController | realvirtualController |
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bool | HideNonG44Components |
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bool | SceneIsAdditive |
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bool | ForceStop |
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| bool | IsNetworkOwner |
| | True when this component owns its simulation (local authority). Set to false by MultiplayerWEB on remote clients.
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| override void | PrepareForBackgroundThread () |
| | Override PrepareForBackgroundThread to initialize manual physics control BEFORE communication starts.
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| override void | CleanupAfterBackgroundThread () |
| | Override CleanupAfterBackgroundThread to restore auto physics.
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| virtual void | OnApplicationQuit () |
| | Cleanup when application quits or play mode stops.
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| override async System.Threading.Tasks.Task | EstablishConnection (System.Threading.CancellationToken cancellationToken) |
| | Override in derived classes to establish connection to external system.
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| override async System.Threading.Tasks.Task | CommunicationLoop (System.Threading.CancellationToken cancellationToken) |
| | Override in derived classes for communication loop with external system.
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| override void | CloseConnection () |
| | Override in derived classes to close connection to external system.
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| virtual async Task | EstablishConnection (CancellationToken cancellationToken) |
| | Establishes connection to the external system.
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| virtual async Task | CommunicationLoop (CancellationToken cancellationToken) |
| | Main communication loop executed each cycle after connection is established.
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| virtual void | OnCommunicationError (Exception exception) |
| | Handles communication errors and manages reconnection logic.
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| virtual void | OnCommunicationStarted () |
| | Called when communication thread starts successfully.
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| virtual void | OnCommunicationStopped () |
| | Called when communication thread stops.
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| void | Start () |
| | Unity Start - block base class behavior.
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| new void | OnEnable () |
| | Unity OnEnable - opens interface when component is enabled.
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new void | OnDisable () |
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| virtual void | OnApplicationPause (bool pauseStatus) |
| | Handles application pause events.
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| void | FixedUpdate () |
| | Unity FixedUpdate for main thread operations (signal sync moved to PrePost FixedUpdate)
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| Dictionary< string, object > | GetInputsForPLC () |
| | Gets all input signal values to send to PLC from background threads.
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| Dictionary< string, object > | GetChangedInputsForPLC () |
| | Gets only changed input signal values to send to PLC from background threads.
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| void | ResetInputChangeDetection () |
| | Resets change detection forcing all inputs to be considered changed on next call.
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| void | SetOutputsFromPLC (Dictionary< string, object > outputs) |
| | Sets output signal values from PLC data in background threads.
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| void | SetOutputFromPLC (string signalName, object value) |
| | Sets single output signal value from PLC data in background threads.
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| void | RebuildCachedSignalArrays () |
| | Rebuilds the cached signal arrays used by SyncOutputsToUnity/SyncInputsFromUnity.
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| Dictionary< string, object > | ReadInputsThreadSafe () |
| | [DEPRECATED] Use GetInputsForPLC() instead for clearer data flow direction
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| Dictionary< string, object > | ReadChangedInputsThreadSafe () |
| | [DEPRECATED] Use GetChangedInputsForPLC() instead for clearer data flow direction
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| void | WriteOutputsThreadSafe (Dictionary< string, object > outputs) |
| | [DEPRECATED] Use SetOutputsFromPLC() instead for clearer data flow direction
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| void | WriteOutputThreadSafe (string signalName, object value) |
| | [DEPRECATED] Use SetOutputFromPLC() instead for clearer data flow direction
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| virtual void | CopyPropertiesToThreadSafe () |
| | Copies MonoBehaviour properties to thread-safe variables before background thread starts.
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| virtual void | UpdateSignalCounts () |
| | Updates input and output signal counts.
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void | OnConnected () |
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void | OnDisconnected () |
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void | OnEnable () |
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void | OnDisable () |
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bool | hidename () |
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bool | hideactiveonly () |
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| virtual void | OnStopSim () |
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virtual void | OnPreStartSim () |
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| virtual void | OnStartSim () |
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| MU | GetTopOfMu (GameObject obj) |
| | Gets the top of an MU component (the first MU script going up in the hierarchy)
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| void | InitGame4Automation () |
| | Initialiates the components and gets the reference to the realvirtualController in the scene.
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virtual void | AfterAwake () |
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void | Awake () |
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Blueprint interface for manual physics control synchronized with FixedUpdate.
Simulates external systems (e.g., FMU co-simulation, hardware interfaces) by controlling physics simulation timing. Physics.Simulate() is called in PostFixedUpdate immediately after all FixedUpdate scripts have run. Useful for testing how realvirtual behaves when physics stepping needs to be externally controlled. Derived classes implement specific communication protocols while inheriting the physics stepping control.