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License: MIT License
Road Architect for Unity
License: MIT License
I want to know how to install this package into unity?
Hey,
I am trying to simulate an AI Car. The car needs to reset to a position along the track where it last got off (Like NFS games where once you crash you respawn to nearest point on the track)
And the car needs to orient in same direction facing the road ahead
Any idea or pointers on how I would go about it
Thanks
Have had a few requests for this feature, going to go ahead and implement it and put it in the primary spline function helpers.
Hi, I added the unity package 1.6 to my project. Created a empty scene and run the "run all Unit tests" except one intersection everything looks right.
But when I add 2 roads and follow the #3 Intersection Tutorial, the node snaps but does not generate a intersection.
There is no error. Only two roads overlapping each other.
Couldn't find anything about Shoulder height or pavement height.. anyway?
One way roads would really be great for hightway ramps etc.
I have started working on it, see progress here:
https://github.com/MCrafterzz/RoadArchitect
It does work on roads without intersection and with all road materials. It doesn't work with intersection tho which is what I need help with. It needs more assets for intersection which I don't know how they should look.
Every time I place a new node my road base material gets set to none and I get a pink road. Using Unity 2017.1 Any Ideas?
I'm using Unity 5.6.1xf1.
OnSceneGUI() sets RS.Editor_MouseTerrainHit based on control or shift being pressed while the current event is MouseMove or MouseDrag.
if (current.control && (Event.current.type == EventType.MouseMove || Event.current.type == EventType.MouseDrag)) {
Ray worldRay = HandleUtility.GUIPointToWorldRay (Event.current.mousePosition);
RaycastHit hitInfo;
if (Physics.Raycast (worldRay, out hitInfo)) {
if (hitInfo.collider.transform.GetComponent<Terrain> () != null || hitInfo.collider.transform.name.ToLower ().Contains ("terrain")) {
RS.Editor_MousePos = hitInfo.point;
RS.Editor_MouseTerrainHit = true;
Then the following code block clears RS.Editor_MouseTerrainHit if neither control nor shift are pressed without be qualified against the event type. When layout and repaint events occur, RS.Editor_MouseTerrainHit is cleared and it is impossible to place nodes as a result.
The following change allows me to place nodes:
- if(!current.control && !current.shift){
+ if (!current.control && !current.shift && (Event.current.type == EventType.MouseMove || Event.current.type == EventType.MouseDrag)) {
Hi,
I am wondering is it possible to use RoadArchitect in the game mode? Thanks!
The "Complete Bridges" category (and possibly others) in the wizard will be empty if Git, Visual Studio or some other tool has modified the line endings in the .gsd files under the Library folder.
To correct this, I recommend adding a second FileSepString that checks for CRLF in addition to just LF.
It seems that you have gave up on Road Architect I've literally been using this asset from the day it released on the asset store. I am extremely sad the the product is starting to bug out on Unity 5.6 I would like to help you get this asset back on track I know we can make this asset work and expand. I would really hate to see this asset go, please respond my email address is [email protected]
I hope we can figure something out
As mgsd is not a github organization, all official Travis-CI changes will need to be authorized by the respective @MicroGSD Travis-CI user. Until then, all CI and code analysis will have to run privately in forks.
When using this asset with new Unity 208.2 , I found that the road quality is very bad and the road can't be seen good from above !!
I wish that if there any way to change road texture ( Asphalt ) to any texture i choose
Hey,
Q1.) Is there any way where the rods can be created via code. If so can you provide some example on hough to place the Road Points and also define the type of road.
Q2.) Is it possible to create roads at runtime ?
Thanks
Does 'Unity - Road Architect' support driving on the left side? If not, it would be really great if it did.
I'm trying to develop a racing game which drives on the left side of the road.
My problem occurs when it comes to intersections, where the stop signs and lines are on the other side (right).
It will be great if custom intersections is supported like EasyRoad3D.
I know it says it works with Unity 5.5.0f3, but I went ahead and tried it on 5.6.0f3. The road materials render as pink splotches and the rest of the materials do not look proper either. Will this be fixed in the near future or am I just missing something?
Sorry if this issue has been reported before but at some point the road markers stopped being applied to all roads and even after deleting/replacing relaunching unity they have not come back. Any way I can get around this or force them back on? Even if I add the markers to the materials check the box and hit apply they don't show up. Not sure if it is related or not but when they were showing up they had a very very low stream distance.
If you intersect a 2-lane road with a 4-lane road, the resulting intersection shows stopping lines for the 2-lane road in the middle of the intersection and there is texture z-order layering issues.
If you intersect a 4-lane road with a 2-lane road, the resulting intersection has large gaps.
See this video for an illustration of what happens in both cases
Unity 2017 reports the following error and fails to compile Shaders/GSDTransparentWithShadows.shader due to a missing semantic on lightDir.
Shader error in 'GSD/TranShadow': 'frag': input parameter 'i' missing semantics at line 118 (on glcore)
Compiling Vertex program with DIRECTIONAL
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME
Adding the semantic resolves the compile problem:
diff --git a/Shaders/GSDTransparentWithShadows.shader b/Shaders/GSDTransparentWithShadows.shader
index 69ac7bc..c749025 100644
--- a/Shaders/GSDTransparentWithShadows.shader
+++ b/Shaders/GSDTransparentWithShadows.shader
@@ -94,7 +94,7 @@ ENDCG
float2 uv_MainTex : TEXCOORD1;
float4 pos : SV_POSITION;
LIGHTING_COORDS(3,4)
- float3 lightDir;
+ float3 lightDir : TEXCOORD2;
};
float4 _MainTex_ST;
Installed through unity package but road architect menu didnot appear
Can I create a T-junction with RoadaRchitect? Any help would be appreciated.
I noticed a strange behavior with terrain: when applying different road segments; instead than having the segment to comform to the terrain, the terrain is raised; causing a sort of platform below the road; while the expectation was that the road would sit almost flush on the terrain, using the offset value in the parameters to avoid Z-fighting.
Also the area around the road is affected; with the result that instead of creating a flat road; the terrain is carved on both sides of the road. Not sure if this is a bug or the expected behavior. From the videos, I can see that the terrain does not change, unless a node transform change in height.
Also if you reload a scene after that the terrain has been modified, the terrain is saved, so once you apply a road on the terrain, it is a one way road and the terrain changes are persistent, even if you didn't save the scene.
I think a neat addition for R.A would be a Highway Integration!
Of course, a Highway Integration would be a big project! from customizable space in between Highway Sides to Ramps, tollbooths, and Lanes!
I Think there could be another Catagory for highway Nodes, From Exit Signs, and Gaurd Rails, to Lampost and, Overhead Signs.
Another Idea for Highways is a Tollbooth Entrance, you can select a Node, and there could be a check mark for Tollbooth or nonPaid Entrance
I Think this could be a great integration, and lots of people I brought it up to in the past agree!
I could help design Tollbooths, and Lampost, and whatever you need!
What do you guys think? Good idea for release 2, or maybe later?
So I have opened the zip and dragged and dropped it into unity 3d, and none of the materials work. Some of the road materials are pink, and then others like the bridge materials are white. This is incredibly annoying, and even once I have re-assigned some of the textures it still isn't great. Please help. For debug purposes, I am running Unity 5.5.0f3 personal, and I have even tried importing it into an empty project and still no luck.
How to create tunnel across terrain?
Hey there,
Very often when I spawn a StreetLightDouble Edge Object via the wizard or from script, it spawns the Streelight Twice. Sometimes twice on the same location and sometimes with an offset.
Thanks in advance.
Which libraries in particular?
Spline system needs unit tests, esp dynamic caching and when caching gets options.
Hi,
I'm really interested in purchasing Real World Terrain to use with RoadArchitect.
My goal is to drape a shape file with traffic data over an elevation model of the UK.
I was wondering if there was a feature that would let me import the ShapeFile as a road network and visualize my point traffic data easily? If not, would I be able to do so within RoadArchitect / Real World Terrain?
Any help would be much appreciated.
Thanks,
Paulo
There is an issue with using Road Architect with Real world terrain asset.
When creating road based on terrain heightmap generated with Real World terrain asset, road updates RealWorld terrain child objects (single terrain parts) transform 'y' coordinate to equalize difference between RealWorldTerrain parent gameobject and terrain parts (e.g. RealWorldTerrain elevation is -78, terrain parts is 30, road sets terrain parts elevation to 78). After that generated road does not repeat terrain relief (see screenshot).
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