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2023.1.116.1 IAProductPart



Overview

An IAProductPart is an object that is able to interact wil Industrial Assets material transport modules. You can define a GameObject to be an IAProductPart and defines its properties on how other systems interact with it.

Creating an IAProductPart and changing its origin position and rotation

Where to find

The feature can be found under Add Component > IAProductPart


Feature Layout

Fields

 

Name

The name for this IAProductPart.

Size (Wrap)

Size settings for the IAProductPart. Click “Wrap” to automatically detect these settings.

Use Scene Gizmo

Enable/disable the scene gizmo for changing the size box of the IAProductPart.

Center

The center of the size box.

Dimensions

The size of the size box.

Orientation

Orientation settings for the IAProductPart.

Use Scene Gizmo

Enable/disable the scene gizmo for changing the orientation of the IAProductPart.

Origin

The point of origin for the IAProductPart. This is used during the simulation as the transform position. The actual transform position is not used.

Up

The Up direction of the IAProductPart.

Forward

The Forward direction of the IAProductPart.

Open Asset Exporter

Open the Asset Exporter window with this IAProductPart already filled in, ready to be exported to the Asset Library.

Recorded Product Parts

A list of all currently recorded product parts. This is an index with positions and rotation for other IAProductParts to fill. For example, an X amount of reserved spots on a tray.

Record Content

Record the currently nested Product Parts.

Nested Product Parts

A list of all IAProductParts that are currently parented under this IAProductPart.

Accessibility

Sets the accessibility of the nested product part. Indicates if which nested product parts are accessible when disassembling the product and visa versa which empty records are accessible when assembling the product. The accessibility options are:

  • All Accessible: All records are accessible at all time.

  • TopDown: Only the nested product part of the records that is listed at the top is accessible when complete. Listed at the top corresponds to the list “Recorded Product Parts” in the inspector. In the example inspector above, #0 Other Part will be disassembled first, followed by #1 Other Part and #2 Different Part. When assembling, #2 Different Part will be filled first, followed by #1 Other Part and #0 Other Part, respectively.

  • BottomUp: Only the nested product part of the records that is listed at the bottom is accessible when complete. Listed at the bottom corresponds to the list “Recorded Product Parts” in the inspector. In the example inspector above, #2 Different Part will be disassembled first, followed by #1 Other Part and #0 Other Part. When assembling, #0 Other Part will be filled first, followed by #1 Other Part and #2 Different Part, respectively.

Update Content

Detect all first child IAProductParts of this IAProductPart.

 


How to use

 

  1. Add the IAProductPart component to the GameObject you wish to use as a IAProductPart.

  2. Set the proper size and orientation settings for the IAProductPart.

  3. Nest any other IAProductParts under this IAProductPart, on the right position and rotation, you wish to record.

  4. Record any IAProductParts currently nested.

  5. Open the Asset Exporter to export this IAProductPart to the Asset Library.

 


How to prepare product for usage in staging area

 

  1. Prepare 'nested’ product part(s).

     

  2. Export 'nested' product part(s) to library.

  3. Prepare 'owner' product part. Create new game object and put on a IAProductPart component.

  4. Parent 'nested' product part(s) to 'owner' product part. Possibly use the 2023.1.116.1 ObjectMultiplier can come in handy.

  5. Record the content of the ‘owner’ product part.

  6. Set Accessibility of the nested product part(s)

  7. Export 'owner' product part to library.

 

Prespective Documentation