thank you for making it open source, its not taken for granted
Yes. The intersection system is dynamic so they can be in every shape. Yes the tool requires Lwrp/hdrp for the shader graph to work. The tool itself does still work without it but youâll have to write a custom shader that divides uv2.x with uv.x.
Also just so you know. The blue mouse position laggs behind the actual position making it look buggy. The is because of the sceneview not updating, this is fixed in the upcoming version. Just so you donât leave this tool because it looks buggy.
I present the biggest update yet, 1.2. As well as fixing month-old bugs it also adds many handy features.
Full changelog:
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Added option to road segments to generate custom bridges. Currently two types of suspension bridges are included but you can easly add your own. Many options can be customized such as scale, amount of repetions etc.
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Added suspension bridge pillar
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Road guideline system revamped:
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Cursor now snapps to closes point on line instead of only a few point alongt it
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Changed the visuals to be less cluttered, a circle is now displayed at the pointâs position and lines are displayed to mark the end of it
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Road guidelines length is now set instead of amount giving much more control over size
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Road guidelines display distance is now configurable, to prevent them from taking up big parts of the screen
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Road guidelines snap distance can now be changed
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Distance calculations to determine if the guideline should be shown is now from the nearest point on line instead of center position
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Made center road guidelines more accurate
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Prefab lines âbend objectsâ now follows the curve much more exactly
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Prefab lines scale has been replaced with xScale, yScale and zScale
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The position of roadâs and prefab lineâs points can now be edited in the inspector for easier modification. When selected the selected point will be rendered. Moving them automaticly updates the road/prefab line.
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Connected road points can now be moved when intersection is selected
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Fixed mouse position cylinder lagging behind actual position
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Fixed intersection vertices not being pararell causing extra meshes to sometimes generate in weird self-overlapping shapes
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Fixed extra meshes generating on the wrong side of the road
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Fixed prefab lines having the wrong spacing by default
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Fixed uvs for bridge caps being incorrect
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Fixed top of bridges generating mirrored compared to roads causing the bridge to sometime go through the road in steep curved slopes.
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Fixed cursor cylinder being on top of curve points when a intersection is selcted
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Fixed intersection extra meshes not preventing null material
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Fixed bridge mesh not being removed when removing a roadâs en point
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Fixed bridge pillars at start and end point having wrong rotation
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Fixed bridge pillar scale not being relative to the mesh height causing all pillar meshes to have to be the same size
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Many more changes and fixes
Iâd gladly donate for a non-SRP port
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great work !
1.2.1:
- Settings are now edited in the Road Creator tab in project settings instead of in a Global Settings game object
- Added shader to support the standard render pipeline (Materials are still for LWRP)
- Added button to duplicate extra mesh for quicker editing
- Selecting a point now automaticly selects the move tool
- Placed prefabs in prefab lines are now hidden in the inspector
- Fixed roads and intersections generating pillar(s) even tho place pillar(s) is false
- Fixed roads and intersection normals being flipped and their shader having to flip them back
- Decreased the file size to 1/5 of the previous release
- Other small changes and fixes
@marcrem I hope you enjoy the SRP support! Take a look at: Using the tool in the Standard Render Pipeline ¡ MarcusElg/roadcreator Wiki ¡ GitHub as youâll have to change the shader of the materials.
I feel like this tool is nearing completion so development will slow down (I will still fix bugs and do tweaks). My focus atm will be on including some more types of bridges. Let me know if you feel like something is missing!
1.3.0:
- Added new settings, hide non-editable objects. When true which it is by default, it hides objects such as road segment meshes from the inspector. As they arnât editable in any way they just take space in the hierarchy.
- Added new settings to change the default materials and prefabs used by roads, intersections and prefab lines
- Removed background from road and intersections. As they now use the same base material their colours will always match
- Pillars can now be placed even tho generate simple mesh is false as long as generate custom mesh is true
- Added overlay material option to extra meshes
- Split roads xz pillar scale to x scale and z scale
- Added option to road segments to adapt pillar gap to custom mesh to quickly place the pillars at the correct positions
- Other changes and fixes
1.3.1:
- Added settings to change default start/end prefab line prefabs as well as bridge pillar
More bridges will come soon!
More bridges!
1.4.0:
- Added new bridges: truss bridge, simple tied arch bridge and tied arch bridge
- Suspension bridge meshes now accually have an underside
- When generation a bridge the road segmentâs terrain option is automatically changed to ignore
- Fixed an error caused by roads
- Fixed removing points from a road segment not working correctly
1.5.0 focuses on finalizing the bridge system to also support arch bridges:
- Added 6 new bridges: arch bridge, simple arch bridge, small truss bridge, circular arch bridge, curved truss bridge and simple beam bridge
- Adapt to custom bridge now changes the x scale of pillars to match the extra mesh. The z scale still has to be changed manually as itâs impossible to calculate (is different for every bridge mesh)
- Added adapt bridge to terrain which displaces the meshâs lowest vertices so that it goes down all the way to the ground. Enable this when using the new arch bridges.
- Added X pillar scale multiplier as some pillars base are wider than the top part and therefore the pillar doesnât match the custom bridge mesh by default
- Pillars are now moved so that they always are in the center of the road even when one side has extra meshes
- Removed some old pillars
- Fixed pillars going through custom bridge meshes when they have parts under the road
- More smaller stuff
1.6.0
This tool´s biggest flaw imo is the inability to insert points in the middle of a segment. This resulted in situations when you had to redo the whole road which can be time consuming. Iâm happy to announce that itâs finally fixed! You can now spilt a segment into to two by holding down A and left clicking on a segment.
- You can now split a segment (Left click + A)
- Added undo support for intersections
- Divided up the prefab line editor into sections
- Fixed error with center guidelines when a road segment is too short (they are now only generated when possible)
- Code clean up, it should now be easier to read
1.6.1 is a small bug fix update:
- New segments now use the last segments end width as start width to prevents strange transitions, previously it used itâs start width. This includes intersections.
- Fixed pillar gap options not being shown when generate custom bridge is false
1.7.0
Using this tool myself I found that roads, intersections etc were easy and quick to use, but then I tried creating a roundabout. It was nearly impossible to create a good result and it was time consuming to move around all the points manually. Thatâs why I decided to add a roundabout object so itâs as easy to create a perfectly round roundabout as any other type of intersection. Unlike the beta roundabout these new ones are customizable and connect in a smooth curve.
- Readded roundabouts. Click on the roundabout icon in the object creation gui, features:
- (De) connect roads and move connection point just like a normal intersection
- Move curve points to create the perfect curves
- Change roundabout radius and width
- Extra mesh support
- Y Texture tiling always has to be more than 0 now
- Fixed duplicating intersection extra mesh and changing one of them changing all
- Fixed intersection extra meshes using wrong base material
- Fixed roads not resetting correctly when clicking the reset button
- Fixed roads not being curved at all when resolution is 0.01. Now they always have a minimum of 6 vertices instead of 4
- Fixed intersections not always working correctly when not being named âIntersectionâ
- Fixed presets causing errors when assigning it
- Various fixes related to intersections, and random tweaks as well of course
1.7.1
- Improved grass colour
- Fixed road sometimes connecting to opposite side of roundabout
- Fixed some roundabout bugs
Wiki is now updated. Roundabouts documentation.
1.8.0
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Added simple bridge support to roundabouts
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Added pillar placement support to roundabouts
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Added roundabout connection index offset option to allow for more customizable connections
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Roundabouts transform component is now accessable to allow for easy movement
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Renamed Generate Intersection button to Generate Roundabout for roundabouts
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Renamed road segmentâs Bridge Base to Bridge
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Improved reliability of road key detection. This should fix the road not deconnecting from intersections even if the s key isnât down when moving the point
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Fixed intersections and roundabouts not always updating connected roads correctly
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Fixed being able to scale and rotate roads, prefab lines and points with the transform component
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Split up long methods to make them easier to read
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Bug fixes!
1.8.1
- Y offset now has to be atleast 0.01 to prevent z-fighting
- Fixed roundabout road connection bridges completly ignoring extra meshes
- Fixed roundabout bridge not generating correctly when there are multiple extra meshes on the same segment
- Fixed roundabout road connection inner vertices being messed up when the left point of the road connection is < 360 degress and the right is > 360
- Fixed roundabout bridges road connection parts not having caps
- Renamed pillar variables to be consistently named
Excellent work man, Iâve dealt with road intersection generation before and it is no easy task! Nice! I will give it a try tomorrow ![]()
Thanks for you comment. Makes me super happy to know that all the hours spent helped someone ![]()
1.8.2
- Added Outer Extra Meshes Controlled By Roads option to roundabouts to make their outer extra meshes automaticly fit the roads
- A road´s extra are now copied over to newly created intersection
- Removed options to change layer indexes, the layers are now gotten by name
- Fixed roundabout extra meshes start width sometimes being more than the set start width
- Fixed roundabout center extra mesh giving errors when width is 0
1.8.3
- Added resolution multiplier option to roads and intersections
- Fixed moving a road point when an intersection was selected ignoring that the road was straight (if it was)
- Fixed legacy road shader not working correctly for transparent road textures
- Fixed roads extra meshes not being able to be negative
- Fixed asphalt intersection and large grid intersection textures not having a transparent background
- Fixed sidewalk presets missing their sides
1.8.4
- Added generate collider option to roads
- You can now right click on an intersection/roundabout curve point to reset itâs position
- Intersection transforms can now be changed (position only)
Changing roundabout/intersection curve points to get a nice curve has been a tedius manual task, but no more! The position should by default be acceptable, resulting in manual tweaking only being needed in very few cases.
1.8.5
- Roundabout and intersection curve points are now much better positioned by default
- Fixed roundabout max radius not updating when moving connection points or removing connections
- Fix changing road points with the transform component not respecting that the segment was straight (if it was)
- Fix changing road points with the transform component splitting segments
Also sorry for so frequent updates but I keep finding improvements to implement and bugs to fix, and want you to get them as quick as possible!
Itâs time for another larger update. Using the tool myself for a game I found out that it worked well and could create great results with it. Something I relized tho was that it was a little bit time consuming as some things were a bit tedious. So I put in some effort to make it a bit more automatic without doing anything crazy and still maintain the same level of customizability, to save everyoneâs precious time. Firstly I added the option for roundabouts extra meshes to be controlled by the connected roads, then I made the intersection curves better by default so that you donât have to change that manually. Lastly in this update I created a system to generate turn markings in only a few clicks.
1.9.0
- Added options to generate turn markings before intersections, they are controlled per road.
- Added new options to choose which prefabs to use for turn markings
- Added Reset Curve Points On Update option to intersections/roundabouts so that their positions automaticly update when moving around roads etc.
- When Outer Extra Meshes Controlled By Roads option is enabled for roundabouts, the end with of extra meshes now is 0 if the next connection doesnât have any to create a smooth transition instead of a hard edge.
- Improved lane markings. They now all have their pivot in the center etc.
- Fixed error when clicking the Reset To Default Values in settings
- Fixed moving last road point giving an error



