Demo model

First experiences with based on the demo model

Start the demo

The demo model contains most of the functions.

The demo functionality may change from release to release to reflect any developments in the framework. The demo model can be opened by selecting realvirtual > Open demo scene:

The demo model looks like this:

Start the demo model

The demo model can be started with the play button. You will get a Scene view and a Game View. If the Game View window is not opened, it will open automatically on start. You can navigate in the scene in both views. The Game View is a preview of the later on the compiled version of Unity. On low performance computers the Game View is a little bit slower, than in the final Player version. On good performing computers the difference is negligible.

Mouse navigation

You can navigate in the scene with the mouse or keyboard:

(Mouse) KeyAction

Right Mouse Button

Rotate scene

Middle Mouse Button Wheel

Zoom in and out

Middle Mouse Button

Pan in a direction

Right Arrow Key

Move the scene to the right

Left Arrow Key

Move the scene to the left

Up Arrow Key

Move the scene up

Down Arrow Key

Move the scene down

Shift + Up Arrow Key

Zoom into the scene

Shift + Down Arrow Key

Zoom out of the scene


Top view


Front view


Back view


Left view


Right view


Saved views which can be extended

Touch navigation

It is also possible to use touch navigation on mobile devices or windows computers with touch screens.

You can pan with one or two fingers. With two fingers it is possible to rotate, pan and zoom. With three fingers the scene can be tilted.

Space Navigator

If you have a 3D mouse from 3DConnextion you can use the mouse to navigate in the 3D scene.

Some more information about the demo model

Game4automation object (prefab)

The first step for creating a new model, is to place the Realvirtual prefab into the scene. This object handles the overall settings, provides a base plate, the basic lighting and the scene navigation in game mode. You need to use this in every model you build. You can change the parameters of the base plate or the lighting by clicking on the objects. This will override the inherited properties from the Asset. For more information about Prefabs and inheritance please check the Unity documentation about Prefabs or check the Unity video tutorial .

3D Components

The demo model is based on several pre-prepared 3D components like the conveyor, the handling system and the robot. These components were created just for demo purposes.

With Professional you can import your own CAD data based on step files. Please check the section CADImport.

The 3D components in the demo scene are Handling, ConveyorCan, ConveorBox, Cabinet, Robot)



Each interface can be of a certain type (S7TCP, Shared Memory, PLCSIM Advanced and so on) and can contain several signals. Signals are usually imported from the counterpart of the interface (for example if Simit is up and running, the signals can be automatically imported from Simit) or signals can be manually created based on the prefabs. See more about Signals and Signal types in Section Interface. In the model you will find several signals, for example CanGripperClosed,GantryYStart and so on. On a signal you always see the signal value in the Hierarchy view. For example False and True for boolean signals. PLC-Inputs (which means outputs from Unity) are in red. PLC-Outputs (which means inputs to Unity) are in green.

Sources and MUs

The objects, which are moving based on Physics, are called MU (= movable unit) in The model has two sources. One for the cans (CAN)= and one for the blue plastic box (PlasticBox). The Sources are automatically creating a copy of itself (this is called spawning in Unity). It is always good practice, to place the newly created MUs as sub object of a special object in the hierarchy. In the demo model this is the object MU. During simulation runtime you will find all dynamically created MUs under MU.


Control logics inside the model are using signals for controlling the model mainly for demo purposes. If you just want to control the model, you can also control the public properties on the drives or sensors directly. See more in Section Defining Logic.

In the Demo model we used Unity Scripting for defining the "PLC" logic. You can also use our Logicsteps, Unity Visual Scripting or Playmaker if you would like to use more visual approaches.

The control logics inside the model are using signals for controlling the model mainly for demo purposes. If you just want to control the model, you can also control the public properties on the drives or sensors directly. See more in Section PLC.


You can add UI components to a scene. These UI components can be connected to signal inputs or outputs of the PLC. For example, this is very useful when you want to replace real buttons with virtual ones in your model. In the UI components you find several elements to control the model. During simulation you can see in the Game-Window the UI elements:

The UI elements can be opened and closed by clicking on the slider button in the middle of the bottom corner of the screen. Additional buttons and tabs can be added to your own models as you would like.

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