The Runtime UI is part of the game4automation prefab. It can be enabled and disabled in the Game4AutomationController, which is a script on the top level of the game4automation prefab.
The Runtime UI looks like this:
The Runtime UI will be, if you compile your project to any destination platform, part of your delivered Digital Twin. The Runtime UI can be customized by yourself and extended with the standard Unity UI components if you wish.
New in Version 2019.3 is the connection status switch in the top menu bar. It is the icon with the plug which can be in connected or disconnected status.
If you toggle this button the connection status will be switched between Connected and Disconnected. All game4automation objects which are based on the Game4AutomationBehavior class can be enabled or disabled based on this connection switch.
The main usecase of this switch is to have one model which can run in Simulation mode, where everything in the model is controlled by included scripts and in Virtual Commissioning (Connected) mode, where some scripts might be disabled and interfaces are enabled. With this option you can decide this on a very detailed level for every component.
For this all game4automation components have the property Active this property can be one of the following
|Always||The script is always active, independent from the connection switch|
|Connected||The script is only active when the connection switch is set to Connected (the plugs are connected)|
|Disconnected||The script is only active when the connection switch is set to Disconnected (the plugs are connected)|
|Never||The script is never active and always disabled|
|Don’t change||The script enabled status is not changed based on the Connection Switch|
If you implement your own behavior components you need to implement your enable and disable logic of your script into the standard methods OnEnable and OnDisable. The interface base classes already have this and call automatically OnConnect() and OnDisconnect().
The scene mouse navigation is controlled by a script which is attached to the Main Camera, which is part of the game4automation prefab. With the SceneMouseNavigation properties you can change the behavior and speed of the mouse navigation.
The touch navigation, which is mainly used for mobile devices, is also attached to the Main Camera. With the properties of the TouchInterface script you can control how the touch interface is behaving.
New in Version 2019.3 is a included First Person Controller. You can move in the scene like in a First Person Shooter game.
The First Person View is enabled and disabled by the button with a mouse or a person in the top bar of the runtime ui.
The first person view is active when the button looks like this:
During the First Person View you can control the view with the following buttons:
|Button / Mouse||Description|
|Mouse movement||changes the direction of the view|
|Y||person goes into knees|
|Shift||movement is faster|
The runtime inspector is meant for debugging or inspecting in detail component properties. You can change these properties but the properties are not changed when you leave the simulation mode. This means that the runtime inspector is not meant to replace the Unity Editor. You can open the runtime inspector with the Arrows on the left hand side of your screen: