Clibplctag.DataTypes.AbTimer | |
►CAssetPostprocessor | |
Cgame4automation.ColladaImportPostprocess | Parts4cad Postprocessor when importing Collada file from Parts4Cad |
Cgame4automation.AutoSaveOnRunMenuItem | The class is automatically saving the scene when run is started in the Unity editor. It can be turned off by the toggle in the game4automation menu |
Cgame4automation.BehaviorInterfaceConnection | Class for saving the connection data - the signal and the name of the property where the signal is attached to |
Cgame4automation.CAM.campoint | |
Cgame4automation.CAMTime.campoint | |
Cgame4automation.Connection | Class for saving connection information for signal - Behavior where signal is connected tp and property where signal is connected to |
Cgame4automation.CustomHierarchyView | |
Cgame4automation.Distribution | |
Cgame4automation.Drive_Sequence.DriveSequence | |
►CEditor | |
Cgame4automation.CameraPositionEditor | Editor class for Get Position and SetPosition of CameraPosition |
Cgame4automation.OPCUAInterfaceEditor | OPCUAInterface Editor class for the Unity Inspector window |
Cgame4automation.OPCUANodeEditor | OPCUA_Node Editor class for the Unity Inspector window |
Cgame4automation.SignalInspectorWindow | |
►CNaughtyAttributes.Editor.NaughtyInspector | |
Cgame4automation.DriveHandle | Class for displaying the drive handle in Unity Editor in Scene View during edit and play mode With the drive handle the drive directions can be defined and the drive can moved manually during playmode |
►CEditorWindow | |
Cgame4automation.CADChecker | Checks the Mesh Data |
Cgame4automation.EditorParts4Cad | |
Cgame4automation.Game4AutomationToolbar | |
Cgame4automation.HelloWindow | |
Cgame4automation.SelectionWindow | |
►CEventArgs | |
Clibplctag.LogEventArgs | |
Clibplctag.TagEventArgs | |
►CException | |
Clibplctag.LibPlcTagException | An exception thrown by the underlying libplctag library |
►CIComparable | |
Cgame4automation.CADChecker.MeshInfo | |
Cgame4automation.CADChecker.MeshOccurence | |
►CIComparer | |
Cgame4automation.DrivesRecording.CompareSnapshot | |
►CIDisposable | |
►Clibplctag.ITag | An interface to represent any generic tag without exposing its value |
Clibplctag.Tag< M, T > | A class that allows for strongly-typed objects tied to PLC tags |
Clibplctag.NativeTagWrapper | |
Clibplctag.Tag< M, T > | A class that allows for strongly-typed objects tied to PLC tags |
Clibplctag.Tag< M, T > | A class that allows for strongly-typed objects tied to PLC tags |
►Cgame4automation.IFix | |
Cgame4automation.Fixer | The Fixer is able to fix Mus as Subcomponents to any Gameobject where the Fixer is attached |
Cgame4automation.Grip | Grip is used for fixing MUs to components which are moved by Drives |
►Clibplctag.INativeTag | |
Clibplctag.NativeTag | |
►Cgame4automation.InterfaceSignal | |
Cgame4automation.EthernetIPSignal | |
Cgame4automation.S7InterfaceSignal | |
Cgame4automation.TwinCATSignal | |
►Clibplctag.DataTypes.IPlcMapper< T > | |
Clibplctag.DataTypes.PlcMapperBase< T > | |
►Clibplctag.DataTypes.IPlcMapper< bool > | |
Clibplctag.DataTypes.BoolPlcMapper | |
►Clibplctag.DataTypes.IPlcMapper< bool[,,]> | |
Clibplctag.DataTypes.BoolPlcMapper | |
►Clibplctag.DataTypes.IPlcMapper< bool[,]> | |
Clibplctag.DataTypes.BoolPlcMapper | |
►Clibplctag.DataTypes.IPlcMapper< bool[]> | |
Clibplctag.DataTypes.BoolPlcMapper | |
►Clibplctag.DataTypes.IPlcMapper< T[,,]> | |
Clibplctag.DataTypes.PlcMapperBase< T > | |
►Clibplctag.DataTypes.IPlcMapper< T[,]> | |
Clibplctag.DataTypes.PlcMapperBase< T > | |
►Clibplctag.DataTypes.IPlcMapper< T[]> | |
Clibplctag.DataTypes.PlcMapperBase< T > | |
►Clibplctag.DataTypes.IPlcMapper< TagInfo[]> | |
Clibplctag.DataTypes.TagInfoPlcMapper | |
►Clibplctag.DataTypes.IPlcMapper< UdtInfo > | |
Clibplctag.DataTypes.UdtInfoPlcMapper | |
►CIPointerDownHandler | |
Cgame4automation.UIButtonClick | |
Cgame4automation.WindowController | Controls floating windows during simulation / gamemode for hierarchy / inspector and automation UI display |
►CIPointerUpHandler | |
Cgame4automation.UIButtonClick | |
Cgame4automation.WindowController | Controls floating windows during simulation / gamemode for hierarchy / inspector and automation UI display |
►Cgame4automation.ISignalInterface | |
►Cgame4automation.BehaviorInterface | Base class for all behavior models with connection to PLC signals |
Cgame4automation.ConnectSignal | Behavior model which is just connecting an PLCOutput to an PLCInput |
Cgame4automation.Drive_ContinousDestination | Behavior model of an intelligent drive which is getting a destination and moving to the destination |
Cgame4automation.Drive_Cylinder | Behavior model of a cylinder movement which can be connected to a Drive |
Cgame4automation.Drive_DestinationMotor | Behavior model of an intelligent drive which is getting a destination and moving to the destination |
Cgame4automation.Drive_ErraticPosition | This drive is only for test purposes. It is moving constantly two erratic positions between MinPos and MaxPos |
Cgame4automation.Drive_FollowPosition | Behavior model of a drive where the drive is exactly following the current given position of the PLC This is special useful for connecting motion controllers and robot controllers to game4automation |
Cgame4automation.Drive_Gear | Behavior model of a drive which is connected to another drive with a gear |
Cgame4automation.Drive_Sequence | Defines sequentially movement of drives which can set signals or be started by signals |
Cgame4automation.Drive_Simple | Behavior model of a cylinder movement which can be connected to a Drive |
Cgame4automation.Drive_Speed | Behavior model of an intelligent drive which is getting a destination and moving to the destination |
Cgame4automation.Fixer | The Fixer is able to fix Mus as Subcomponents to any Gameobject where the Fixer is attached |
►Cgame4automation.Game4AutomationUI | |
Cgame4automation.GenericButton | |
Cgame4automation.ToggleButton | |
Cgame4automation.UIButton | Pushbutton that can be connected to a PLCInput |
Cgame4automation.UILamp | UI Lamp component that can be connected to a PLCOutput |
Cgame4automation.UIMessage | Modal UI Message box which can be opened by a PLC signal. Can be used for example for displaying warnings |
Cgame4automation.Grip_SingleIO | |
Cgame4automation.Gripper | The Gripper is a full Gripper controll |
Cgame4automation.Interact3D | Adds buttons or Lights which can be connected to Signals tp a 3D scene |
Cgame4automation.Lamp_Connection | PLC Inputs and Outputs for a Lamp. Can be added to the Lamp component |
Cgame4automation.Measure | Measure is able to measure disctace between PivotPoints during Edit mode and during Simulation. Measured distance can be written to a PLCInputFloat Signal |
Cgame4automation.MeasureForce | |
Cgame4automation.MeasureRaycast | MeasureRaycast is able to measure distance between this objects pivot point and a collider on a defined layer |
Cgame4automation.PartChanger | The PartChanger is used for changing the visual appearance of parts |
Cgame4automation.Sensor_Standard | The Sensor_Standard component is providing the Sensor behavior and connection to the PLC inputs and outputs |
Cgame4automation.SignalChart | Behavior model which is just connecting an PLCOutput to an PLCInput |
Cgame4automation.StartDriveOnCondition | |
Cgame4automation.ForceDrive | Moves Rigidbodies based on joints and forces |
Cgame4automation.MaterialChanger | |
Cgame4automation.ReplayRecording | |
Cgame4automation.Sensor | The sensor is used for detecting MUs |
Cgame4automation.Source | The Source is generating MUs during simulation time |
Cgame4automation.ISourceCreated | Interface for Event Method by Source. On SourceCreated is called on all components implementing ISourceCreated |
Clibplctag.NativeImport.LibraryExtractor | |
Cgame4automation.MaterialUpdateMapping | |
►CMonoBehaviour | |
Cgame4automation.CADLink | Interface for importing CAD Data (Step and 3MF) |
Cgame4automation.CADUpdater | Updates old CAD data against new ones. Both (old and new) need to be included in one scene |
Cgame4automation.CameraDirector | Small tool for controlling cameras if Cinemachine is used |
Cgame4automation.FirstPersonController | |
►Cgame4automation.Game4AutomationBehavior | This is the base class for all Game4Automation objects. This base clase is providing some additional scripts and properties for all components |
►Cgame4automation.AutoConnectBase | |
Cgame4automation.AutoConnectExample | |
►Cgame4automation.BaseCAM | This is the base class for all Game4Automation Sensor objects |
Cgame4automation.CAM | CAM for moving drives based on CAM profiles |
Cgame4automation.CAMTime | CAM for moving drives based on CAM profiles |
►Cgame4automation.BaseDrive | This is the base class for all Game4Automation Drive objects |
Cgame4automation.Drive | The drive is moving components including all sub components along the local axis of the game object |
Cgame4automation.ForceDrive | Moves Rigidbodies based on joints and forces |
►Cgame4automation.BaseGrip | This is the base class for all Game4Automation Grip objects |
Cgame4automation.Grip | Grip is used for fixing MUs to components which are moved by Drives |
Cgame4automation.BasePath | Game4Automation Simulation - the base class of all Pathes |
►Cgame4automation.BaseSensor | This is the base class for all Game4Automation Sensor objects |
Cgame4automation.Sensor | The sensor is used for detecting MUs |
►Cgame4automation.BaseSource | This is the base class for all Game4Automation Source objects |
Cgame4automation.Source | The Source is generating MUs during simulation time |
►Cgame4automation.BaseTransportSurface | This is the base class for all Game4Automation Sensor objects |
Cgame4automation.TransportSurface | Transport Surface - this class is needed together with Drives to model conveyor systems |
Cgame4automation.BehaviorInterface | Base class for all behavior models with connection to PLC signals |
Cgame4automation.CAD | CAD and Metadata information on Gameobjects, used for Updating CAD Data |
Cgame4automation.CameraPosition | Saves the camera position for game view |
Cgame4automation.Chain | Chain for moving objects and MUs on spline curves |
Cgame4automation.ChainElement | An element which is transported by a chain (moving along the spline on the chain) |
►Cgame4automation.ControlLogic | Base Class for all controll logics in the model. This base clased is used for displaying the type in the game4automation hierarchy window |
Cgame4automation.PLC_BoxConveyor | PLC Script for the game4automation demo model |
Cgame4automation.PLC_CanConveyor | PLC Script for the game4automation demo model |
Cgame4automation.PLC_Handling | PLC Script for the game4automation demo model |
Cgame4automation.PLC_Robot | PLC Script for the game4automation demo model |
Cgame4automation.Game4AutomationController | This object needs to be in every game4automation scene. It controls main central data (like scale...) and manages main game4automation settings for the scene |
Cgame4automation.Group | Adds this Gameobject to a defined group. Is used for filtering the View or for defining a new kinematic structure with Kinematic script |
►Cgame4automation.InterfaceBaseClass | |
Cgame4automation.FMUInterface | |
Cgame4automation.InterfaceSHMBaseClass | Base class for all types of shared memory interfaces (even with different structure as simit like the plcsimadvanced interface |
►Cgame4automation.InterfaceThreadedBaseClass | |
Cgame4automation.EthernetIPInterface | |
Cgame4automation.RoboDKInterface | This is the first version of the RoboDK integration |
Cgame4automation.S7Interface | S7 interface for connecting to Siemens S7 PLCs via TCPIP |
Cgame4automation.TwinCatAdsInterface | TwinCAT ADS interface to Beckhoff PLCs (real and virtual) |
Cgame4automation.ModbusInterface | |
Cgame4automation.Kinematic | Kinematic helper for changing the kinematic during simulation starts This helps to use existing non changed CAD date in Game4Automation |
Cgame4automation.Lamp | Lamp for displaying a lamp in the scene |
Cgame4automation.MaterialChanger | |
Cgame4automation.MU | Base class for free movable Unity (MU). MUs can be picked or loaded and they can be placed on Transport Surfaces. MUs are created by a Source and deleted by a Sink |
Cgame4automation.PerformanceOptimizer | |
Cgame4automation.PixyzImporter | Helper to import CAD Data with PIXYZ into Game4Automation. Needs to be used together with CADUpdater |
Cgame4automation.ReplayRecording | |
Cgame4automation.SceneMouseNavigation | |
►Cgame4automation.Signal | The base class for all Signals |
Cgame4automation.PLCInputBool | PLC BOOL INPUT Signal |
Cgame4automation.PLCInputFloat | PLC FLOAT INPUT Signal |
Cgame4automation.PLCInputInt | PLC INT INPUT Signal |
Cgame4automation.PLCOutputBool | PLC BOOL Output Signal |
Cgame4automation.PLCOutputFloat | PLC FLOAT Output Signal |
Cgame4automation.PLCOutputInt | PLC INT Output Signal |
Cgame4automation.SignalManager | |
Cgame4automation.SimpleJoint | Simplifies usage of Joints |
Cgame4automation.Sink | Sink to destroy objects in the scene |
Cgame4automation.VirtualCameraController | |
Cgame4automation.HierarchyDisplay | |
Cgame4automation.Inspector | |
Cgame4automation.InspectorController | |
Cgame4automation.LightGroup | The LightGroup is used to be able to set centralized multiple lights |
►Cgame4automation.LogicStep | |
Cgame4automation.LogicStep_Delay | |
Cgame4automation.LogicStep_DriveTo | |
Cgame4automation.LogicStep_JumpOnSignal | |
Cgame4automation.LogicStep_SetSignalBool | |
Cgame4automation.LogicStep_StartDriveSpeed | |
Cgame4automation.LogicStep_StartDriveTo | |
Cgame4automation.LogicStep_WaitForDrivesAtTarget | |
Cgame4automation.LogicStep_WaitForSensor | |
Cgame4automation.LogicStep_WaitForSignalBool | |
Cgame4automation.MeasurePLCCycleTime | |
Cgame4automation.MoveMU | |
Cgame4automation.OnSensorCameraOnMu | |
Cgame4automation.OPCUA_Interface | |
Cgame4automation.OPCUA_Node | OPCUA Node Unity Script Represents an OPCUA node, holds the Nodes Attributes and Reads and Writes nodes values |
Cgame4automation.Parts4Cad | |
Cgame4automation.QualityToggleChange | |
Cgame4automation.RecalculateMeshNormals | |
Cgame4automation.Recorder | |
Cgame4automation.RoboDKTarget | |
Cgame4automation.SceneInfo | |
Cgame4automation.SceneStats | |
Cgame4automation.SettingsController | |
Cgame4automation.Sound | |
Cgame4automation.StartCameraPosition | |
Cgame4automation.Stereoscopic | |
Cgame4automation.TestSignalChanged | |
Cgame4automation.TextTimer | |
Cgame4automation.ThreeMFPart | |
Cgame4automation.ToolbarLogoButton | |
Cgame4automation.ToolbarScaler | |
Cgame4automation.TouchInteraction | Controls touch interaction during game4automation simulation / play mode |
Cgame4automation.UIButtonClick | |
Cgame4automation.UIMessageBox | Displays a message box with a text field in the middle of the gameview |
Cgame4automation.UIPanelRow | |
Cgame4automation.WindowController | Controls floating windows during simulation / gamemode for hierarchy / inspector and automation UI display |
Cgame4automation.ObjExporterScript | |
Cgame4automation.OPCUANodeSubscription | OPC Node subscription class for active subscriptions |
Cgame4automation.PixyzImportMenu | The class is automatically saving the scene when run is started in the Unity editor. It can be turned off by the toggle in the game4automation menu |
►Clibplctag.DataTypes.PlcMapperBase< AbTimer > | |
Clibplctag.DataTypes.TimerPlcMapper | |
►Clibplctag.DataTypes.PlcMapperBase< double > | |
Clibplctag.DataTypes.LrealPlcMapper | |
►Clibplctag.DataTypes.PlcMapperBase< float > | |
Clibplctag.DataTypes.RealPlcMapper | |
►Clibplctag.DataTypes.PlcMapperBase< int > | |
Clibplctag.DataTypes.DintPlcMapper | |
►Clibplctag.DataTypes.PlcMapperBase< long > | |
Clibplctag.DataTypes.LintPlcMapper | |
►Clibplctag.DataTypes.PlcMapperBase< sbyte > | |
Clibplctag.DataTypes.SintPlcMapper | |
►Clibplctag.DataTypes.PlcMapperBase< short > | |
Clibplctag.DataTypes.IntPlcMapper | |
►Clibplctag.DataTypes.PlcMapperBase< string > | |
Clibplctag.DataTypes.StringPlcMapper | |
►CPropertyAttribute | |
Cgame4automation.ReadOnlyAttribute | |
►CPropertyDrawer | |
Cgame4automation.ReadOnlyDrawer | |
Cgame4automation.QuickEditMenuItem | The class is automatically saving the scene when run is started in the Unity editor. It can be turned off by the toggle in the game4automation menu |
Cgame4automation.DrivesRecording.RecordedDrive | |
Cgame4automation.RecordingHandle | |
Cgame4automation.DrivesRecording.RecordingSequence | |
►CScriptableObject | |
Cgame4automation.CameraPos | Scriptable object for saving camera positions (user views) |
Cgame4automation.DrivesRecording | |
Cgame4automation.Game4AutomationEditorSettings | |
Cgame4automation.Game4AutomationVersion | |
Cgame4automation.MaterialUpdateSettings | |
Cgame4automation.ObjExporter | |
Cgame4automation.SelectionWindowSettings | |
Cgame4automation.SettingsSignal | Struct for Settings of Signals |
Cgame4automation.SHMSignal | Struct for an SHM Signal |
Cgame4automation.FMUInterface.SignalMapping | |
Cgame4automation.DrivesRecording.Snapshot | |
Cgame4automation.StatusBool | Struct for current status of a bool signal |
Cgame4automation.StatusFloat | Struct for current status of a float signal |
Cgame4automation.StatusInt | Struct for current status of a omt signal |
Clibplctag.Tag | |
Clibplctag.Tag< BoolPlcMapper, bool > | |
Clibplctag.Tag< DintPlcMapper, int > | |
Clibplctag.Tag< IntPlcMapper, short > | |
Clibplctag.Tag< RealPlcMapper, float > | |
Clibplctag.Tag< SintPlcMapper, sbyte > | |
Clibplctag.DataTypes.TagInfo | |
Clibplctag.DataTypes.UdtFieldInfo | |
Clibplctag.DataTypes.UdtInfo | |
►CUnityEvent | |
Cgame4automation.Game4AutomationEventGameobjectSensor | |
►CUnityEvent | |
Cgame4automation.ButtonEventOnClick | Unity event when clicking on GenericButton |
Cgame4automation.EventMUGrip | |
Cgame4automation.Game4AutomationEventMU | |
Cgame4automation.Game4AutomationEventMUCreated | |
Cgame4automation.Game4AutomationEventMUDelete | |
Cgame4automation.Game4AutomationEventMUSensor | |
Cgame4automation.SignalEvent | |
Cgame4automation.SinkEventOnDestroy | |
Cgame4automation.ZeroOneTransition | |