(before 2022: Game4automation)


Every scene which is using functions needs to include the asset (before 2022 Game4automation) on the top hierarchy level of the scene. You need to keep the name and the location.

If you create a new scene with the Game4automation menu, the asset is automatically included. You can also add the asset by manually adding it to an existing scene: Controller

The most important part of the Asset is the RealvirtualController Script. This asset keeps the scene settings. Most objects will call this controller or get some settings from it. This is, why the RealvirtualController is a must for all scenes with functions.

General Options


Setting for defining, if the simulation is starting in “Connected” mode. If true, this will set the global connecting status to connected (see also Connection-Status).


Defines how many millimeters fits into one Unity Unit. If, as usual, one Unity unit is considered as one Meter, the Scale should be set to 1000. The Scale is used for all input fields of Behavior components whith distance or length properties.

As a standard in all Behavior components the values for distances and lengths are always considered as Millimeters.

Speed Override

Overrides the speed of all drives. You can slow down or speed up all drives in the scene by selecting another value for the speed override. A value of two means doubled speed.

Please consider, that this value also influences the physical behavior of the model. For example if a Value of 10 is selected the bottles in the demo model will tumble around.

Time Scale

Speeds up the simulation. This also speeds up the physics so that the simulation is just running faster but internally in the calculations running in real time.

If the time scale is to hight it might happen that sensors are not getting active any more because the products are passing to fast the sensors.

Hide Groups

Hides the defined Groups when the simulation is started. Groups can be defined manually by adding the Group component to any gameobject or - in a more comfortable way - by using the Selection Window (This is only available in Professional Version).

Additive Scene Loading

With 2021.06, we have added support for additive scene loading. With additive scene loading, multiple individual scenes can form an entire model. More about the basics of additive scenes is described here in the Unity documentatio(

When using additive scene loading, the Game4automationController is automatically disabled in the additive scenes. All MUs created by Soruces are automatically created within the main scene. Within AdditiveScenes the path (Assets/….) can be defined within the Unity project to all scenes that should be loaded additively. It can be defined separately whether the scene should only be loaded in Edit Mode or also in Play Mode.

UI Options

Hierarchy Update Cycle

Cylcle for updating the icons and signal values in the hierarchy view during runtime.

UI Enabled On Start

Enables and disables the full UI on simulation start (runtime inspector and runtime menu bar)

Runtime Inspector Enabled

Enables and disables the runtime inspector.

Hide Info Box

Hides the info box at simulation start.

Runtime Application UI

A pointer to the Application UI (menu, runtime inspector and so on).

Runtime Automation UI

A pointer to the Automation UI (the buttons and lights which are controlling the automation)


Enable Environment and Quality

If set to false the Game4automationControlleris not controlling any environment, light and quality settings. Set it to false if you want to manage this totally manually on your own.

VR Skybox

A pointer to the used Skybox.

Standard Base Plate And Lights

You can turn of with this the standard base plate and the lights which are included in the game4automation Asset.

Base Plate Dimensions

The dimensions of the base plate in meters.

VR Environment (Only available in professional version)

Turns the VR Environment on and off. If the VR-Environment is turned on the standard lights and bottom are automatically turned off.

The VR-Environment looks like this:

Environment Asset (Only available in professional version)

Pointer to the used environment asset.


Sun Light intensity

Sets the intensity of all sun lights (which are all lights market with the tag g4a sun)

First Light intensity

Sets the intensity of all first lights (which are all lights market with the tag g4a firstlight). This lights are usually used for the light which is lightning the scene like the big light in a building.

Second Light intensity

Sets the intensity of all second lights (which are all lights market with the tag g4a secondlight) This lights are usually used mainly for decoration purposes, like small spot lights in a building.

Visual quality

This section focuses on the Built-In (Standard) render pipeline and post-processing for the Built-In render pipeline. This functions will be removed soon and we will focus on Standard and Postprocessing with URP or HDRP. Looking ahead, we recommend the URP and HDRP render pipelines for those willing to enhance their models' visual quality in Unity. For further details on utilizing HDRP and URP, please refer to the Visual Quality section.

Quality Level

Sets the overall visual quality. This has impact on the render performance and screen update rate. Ultra is the best. Unity is very good performing so Ultra is OK for most use cases. In lower settings for example shadows and reflections are turned off.

Global Light

Sets the global light strength.

Enable HQ

Enables the HQ visualization based on Unity’s Post-Processing. The post processing makes a more realistic and lively picture.

It is necessary to install Unity Post-Processing Stack 2.0 to be able to use the HQ settings. You can install this stack via the Unity Package Manager (Window>Package Manager) Because is using Assembly Defintions assemblydefinitions you need to change the assembly definition under the path Assets > game4automation > game4automation.base. The assembly defintion should look like this:

© 2022 in2Sight GmbH - All rights reserved. No part of this publication may be reproduced, distributed, or transmitted in any form or by any means, including printing, saving, photocopying, recording, or other electronic or mechanical methods, without the prior written permission of the publisher.

Last updated