OPC UA node component for accessing individual data points on an OPC UA server. More...

Public Member Functions | |
object | ReadNodeValue () |
bool | WriteNodeValue (object value) |
bool | WriteNode () |
Writes the Node Value. | |
bool | ReadNode () |
Reads the node properties from OPC Server and Updates displayed porperties. | |
void | Awake () |
Unity Awake Event - Subscibes to Game4Automation PLCInput Signal changes (only for Game4Automation Framework) | |
void | Subscribe () |
Starts Subscription if SubscribeValue is set to true. | |
void | OnConnected () |
void | OnDisconnected () |
void | Start () |
Unity Start Event - Subscibes to the Changes of Nodes on OPCUA Server, Node Value will always be updated if SubscribeValue=true. | |
Public Attributes | |
OPCUA_Interface | Interface |
The OPCUA Interface the node is part of / connected to. | |
bool | WriteValue |
True if the value should be written to the OPC server. | |
bool | ReadValue |
True if the value should be read from the OPC server. | |
bool | SubscribeValue |
True if value changes should be subscribed. | |
bool | PollValue |
Provides a cyclic poll if OPCUA server supports no subscription | |
float | PollCycleMs |
Pollycle in millisceonds, if 0 then it is polled each fixed update. | |
string | NodeId |
Nodeid from OPC UA Node (e.g. "ns=4;s=PLC.PLCOut_PNEUMATICZ_Einfahren") | |
string | Name |
Name of the node. | |
bool | Connected |
true if connected | |
string | Value |
Value as string of OPC Node. | |
string | Type |
Type as string of OPC Node. | |
bool | ValueIsArray |
true if Value is Array | |
string | ValueArrayElementType |
int | ValueArraySize |
List< string > | ValuesArray |
string | Status |
bool | StatusGood |
bool | StatusBad |
string | ServerTimestamp |
string | SourceTimestamp |
string | AccessLevel |
string | UserAccessLevel |
string | Description |
int | NamespaceIndex |
string | IdentifierType |
string | Identifier |
object | SignalValue |
Detailed Description
OPC UA node component for accessing individual data points on an OPC UA server.
Represents a single OPC UA node with read, write, and subscription capabilities for real-time data exchange. Automatically synchronizes node values between Unity and the OPC UA server based on configured read/write settings. Use this component to map OPC UA server variables to Unity game objects for visualization and control. Configure the NodeId to match your OPC UA server's node identifier and set read/write/subscribe options as needed.
Member Function Documentation
◆ Awake()
void realvirtual.OPCUA_Node.Awake | ( | ) |
Unity Awake Event - Subscibes to Game4Automation PLCInput Signal changes (only for Game4Automation Framework)
◆ ReadNode()
bool realvirtual.OPCUA_Node.ReadNode | ( | ) |
Reads the node properties from OPC Server and Updates displayed porperties.
◆ Start()
void realvirtual.OPCUA_Node.Start | ( | ) |
Unity Start Event - Subscibes to the Changes of Nodes on OPCUA Server, Node Value will always be updated if SubscribeValue=true.
◆ Subscribe()
void realvirtual.OPCUA_Node.Subscribe | ( | ) |
Starts Subscription if SubscribeValue is set to true.
◆ WriteNode()
bool realvirtual.OPCUA_Node.WriteNode | ( | ) |
Writes the Node Value.
Member Data Documentation
◆ Connected
bool realvirtual.OPCUA_Node.Connected |
true if connected
◆ Interface
OPCUA_Interface realvirtual.OPCUA_Node.Interface |
The OPCUA Interface the node is part of / connected to.
◆ Name
string realvirtual.OPCUA_Node.Name |
Name of the node.
◆ NodeId
string realvirtual.OPCUA_Node.NodeId |
Nodeid from OPC UA Node (e.g. "ns=4;s=PLC.PLCOut_PNEUMATICZ_Einfahren")
◆ PollCycleMs
float realvirtual.OPCUA_Node.PollCycleMs |
Pollycle in millisceonds, if 0 then it is polled each fixed update.
◆ PollValue
bool realvirtual.OPCUA_Node.PollValue |
Provides a cyclic poll if OPCUA server supports no subscription
◆ ReadValue
bool realvirtual.OPCUA_Node.ReadValue |
True if the value should be read from the OPC server.
◆ SubscribeValue
bool realvirtual.OPCUA_Node.SubscribeValue |
True if value changes should be subscribed.
◆ Type
string realvirtual.OPCUA_Node.Type |
Type as string of OPC Node.
◆ Value
string realvirtual.OPCUA_Node.Value |
Value as string of OPC Node.
◆ ValueIsArray
bool realvirtual.OPCUA_Node.ValueIsArray |
true if Value is Array
◆ WriteValue
bool realvirtual.OPCUA_Node.WriteValue |
True if the value should be written to the OPC server.