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Machine Information System

A 3D model that only looks like the machine is a picture. The machine information system is what turns it into something you can ask questions of: which valve is this, what is it doing right now, where is its datasheet, and why did it stop.

The machine information system in the viewer: key figures along the top, machine messages on the right with a direct route into AI diagnosis

All of it hangs on the model itself. A part carries its own information, so an operator finds it by pointing at the thing in front of them rather than by knowing a document number.

FeatureWhat it gives you
Signals and alarmsLive values from the controller shown on the part they belong to, plus alarms and machine states
Part informationType plates, order numbers, spare part numbers and free-form data on any part
Documents and linksDatasheets, drawings and manuals attached to a part and opened from the 3D view
Visual markersSensors, faults and safety doors made visible in the model, so a state is a thing you see rather than a line in a list
Asset Administration ShellIndustry 4.0 asset data resolved from an AASX index and shown next to the part
AI diagnosisAnswers grounded in your own machine documentation instead of general knowledge

Machine information travels inside the GLB. There is no side-car file, no separate database and no configuration to keep in sync: the model carries its own information, so a model that arrives anywhere arrives complete.

That has a practical consequence worth knowing before you start: whoever hands over the model hands over the information with it, and a model exported today keeps working with a viewer released later.

If the twin is built in realvirtual for Unity, the information is authored there and exported with the model. The Unity side has its own components for it — markers for sensors, faults, safety doors and pivots, the AAS link, and the metadata that fills a part’s information panel.

See the Unity documentation: 3D HMI components.

Unity is not a requirement. The Editor works on a GLB directly in the browser: import CAD, give the parts structure and kinematics, and add the same machine information there. That path exists for the case where the model comes from CAD rather than from an existing Unity project, and for changing information later without going back to the authoring tool.

Both routes write the same data into the same file, so a model can start in one and be refined in the other.

  1. Open a twin and click a part in the 3D view.
  2. The information panel shows what that part carries — values, data and documents.
  3. Missing something? Add it in Unity or in the Editor and export the model again.