Unity 如何将数据写入对Kepserver里面的点位
时间: 2025-01-07 12:14:26 浏览: 54
在Unity中将数据写入Kepserver的点位,可以通过以下步骤实现:
安装Kepserver的OPC UA客户端库:首先,你需要确保在Unity项目中安装了Kepserver的OPC UA客户端库。你可以从Kepserver的官方网站下载并导入相应的库文件。
配置Kepserver:在Kepserver中创建一个新的OPC UA服务器,并配置好需要写入的点位。确保Unity项目所在的机器能够访问到Kepserver的OPC UA服务器。
编写Unity脚本:在Unity中编写一个C#脚本来连接OPC UA服务器并写入数据。以下是一个简单的示例代码:
using System;
using Opc.Ua;
using Opc.Ua.Client;
using UnityEngine;
public class KepserverOPCUAWriter : MonoBehaviour
{
private Session session;
private string endpointUrl = "opc.tcp://<Kepserver_IP>:<Port>/Kepserver"; // 替换为你的Kepserver OPC UA服务器地址
void Start()
{
ConnectToServer();
}
void ConnectToServer()
{
var config = new ApplicationConfiguration()
{
ApplicationName = "Unity OPC UA Client",
ApplicationType = ApplicationType.Client,
SecurityConfiguration = new SecurityConfiguration
{
ApplicationCertificate = new CertificateIdentifier(),
AutoAcceptUntrustedCertificates = true
},
TransportConfigurations = new TransportConfigurationCollection(),
TransportQuotas = new TransportQuotas { OperationTimeout = 15000 },
ClientConfiguration = new ClientConfiguration { DefaultSessionTimeout = 60000 }
};
config.Validate(ApplicationType.Client).GetAwaiter().GetResult();
if (config.SecurityConfiguration.AutoAcceptUntrustedCertificates)
{
config.CertificateValidator.CertificateValidation += (sender, eventArgs) =>
{
eventArgs.Accept = (eventArgs.Error.StatusCode == StatusCodes.BadCertificateUntrusted);
};
}
var selectedEndpoint = CoreClientUtils.SelectEndpoint(endpointUrl, useSecurity: false);
var endpointConfiguration = EndpointConfiguration.Create(config);
var endpoint = new ConfiguredEndpoint(null, selectedEndpoint, endpointConfiguration);
session = Session.Create(config, endpoint, false, "Unity OPC UA Client", 60000, null, null).GetAwaiter().GetResult();
Debug.Log("Connected to Kepserver OPC UA server");
}
public void WriteData(string nodeId, object value)
{
if (session != null)
{
var status = session.WriteWithCallback(new WriteValueCollection
{
new WriteValue
{
NodeId = new NodeId(nodeId),
AttributeId = Attributes.Value,
Value = new DataValue(value)
}
}, null);
if (status == StatusCodes.Good)
{
Debug.Log("Write successful");
}
else
{
Debug.Log("Write failed: " + status);
}
}
else
{
Debug.Log("Not connected to server");
}
}
void OnDestroy()
{
if (session != null)
{
session.CloseSession(null);
session.Dispose();
}
}
}
- 调用写入方法:在Unity的场景中,将上述脚本挂载到一个GameObject上,然后在需要写入数据的地方调用
WriteData
方法。例如:
public class ExampleUsage : MonoBehaviour
{
public KepserverOPCUAWriter opcWriter;
void Start()
{
opcWriter.WriteData("ns=2;s=Demo.Static.Sample", 42);
}
}
在这个示例中,WriteData
方法将数据写入到Kepserver中的指定节点。
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