CiDy 2.7 Procedural City Designer

CiDy 2.6 Update Released!

Fully Integrated with GAIA 2 and GAIA Pro as well as Vegetation Studio

New Update Brings New Built-in CiDySpawner System.

Roads can now Generate Sub Splines with Procedural Attributes that automatically change with Road.

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New Spawner Types Available:

1.) Road Markings: Double Line, Left Pass Lane, Right Pass Lane, One Way Lane, One Way Lane with White & Yellow Lines

2.) Generate Prefab Along Spline,

3.) Power Lines,

4.) New Procedural Mesh Extrusions Types:
1.) Guard Rail,
2.) SideWalk,
3.) Barrier

Spawner System Also has a Normalized Length Range, Allowing you to be able to Mix and Match Multiple Road Markings and Other Spawner Types along a Road Spline with User Defined Offsets.

New Models and Prefabs Added:

1.) PowerLine Pole and Procedural Power Cables Connecting Between them,
2.) Street Speed Signs:
25mph,40mph,55mph,70mph
3.) Turning Signs:
Slow Speed 25, Slow Speed 45,Double Sided Chevron Turn Arrow

Join our Discord Server.

Asset Store Link:
CiDy 2.0

Check out our new WebSite for Gallery and Videos:

Follow Us on Twitter for Progress Updates:
@RecklessGames_

Join in on the Fun and Drive a Seat Leon Racing Car around an Island City.
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Playable Demo Test Drive PC:
966 Mb download Size, (1.4 Gb Hard Drive Space Needed)

WSDA Or Arrow Keys Controls the car.

Enter/Return Turn key will Flip the Car right Side up if you roll it.

Escape Brings up two Buttons in the upper Left Corner.

Quit
&
Restart(If you want to reset the scene after knocking down a bunch of street lights and benches. )

CiDy 2.4, Fully Integrated with GAIA 2 & GAIA Pro allows for Super Fast City Scene Creation.

CiDy 2.4 Spawner Showcase

Fly Through Of City Designed with CiDy 2.0

Tutorial setup of CiDy 2.0

//Speed Design using CiDy 2.0

Change Assets Easily (Old Town Buildings)
Change Assets Easily (Modular Destroyed Buildings)
Change Assets Easily (Futuristic Buildings (KitBash3D Free Models))

5 Likes

Very nice! I do have a few questions.

Is it possible to change the texture of the road and sidewalks? Maybe to cobblestone or dirt? Can any prefabs be used for buildings, lights, etc?

Thanks.

Excellent questions Teila. Yes you can change the materials that are applied to the meshes by the system by simply changing the material settings or you can pick a material for a specific mesh individually. This system is designed to use your projects assets. You can swap any prefabs you want into the cells or the Resources folder and the system will grab them for you. :slight_smile: These features are shown in the video tutorial. The editor exposes the prefabs that are used for street light placement, clutter prefabs and buildings for lots.

Setting up your building prefabs only requires you to make sure that the Object has a Mesh Render and the root transform forward matches the buildings forward so when the buildings are placed it will grab that mesh and create a Axis aligned bounding box to fit the building prefab into the lot space.There are royalty free assets that come with the Package in its demo scene. :slight_smile:

Great! This is fabulous. :slight_smile:

So…can I use it in the 3rd person game? I see from the video that I can change the resolutions of the roads and sidewalks so I am assuming that everything can look good from a character perspective…assuming my textures are good quality, which they are. :slight_smile:

I love how you made this to allow for a more organic city. So many are forced to grids. While I am currently building cities by hand, I have several that are not quite as specific and this would speed up development so much! I can quickly lay out villages, towns, and even large cities that look good.

One thing I noticed was that you can change the size of the blocks. Is it possible for the houses to be very close together, such as row houses? Or…could I add one long rowhouse with multiple residences by changing the size of the plots to very large? Can the plot sizes be changed on both x and z axis so you can get rectangular or square plots?

Thanks!

Oops, forgot something.

Can I build a city on a mesh instead of on the terrain?

Yes this system is geared for First/Third person Quality.

The Current lot division algorithm simply sub divides the Interior polygon of the Lot continually until the sizes are near the desired lot width/lot depth.

You could do a row house setup. I was going for a similar look in the Terrain Blending Shot.

Terrain Blending:
Currently the blending in the system will only work with unity terrain system. You could build on a mesh but there wouldn’t be any blending done by the system to match the mesh to the roads. What kind of Mesh for terrain are you using. Is it just like a plane mesh? 2D if so i should be able to add that type of blending into the system as it is the same process for blending to the terrain heightmap.

1 Like

I don’t think this would be an issue. I have one city that is being built on a mesh with different levels. It is flat, will be textured with stone. The goal is to have a self contained city area for performance reasons. If your nodes will still work on a flat mesh, then it should be fine. I won’t need any sort of terrain blending for that.

Yes will will work with a flat mesh. You can set any mesh to tag: terrain and Layer terrain and the system will build on it.

1 Like

Sounds like a perfect match then. Usually I will use the terrain, just this one city is different. :slight_smile: Thanks! I look forward to seeing it on the asset store.

No, I meant row houses as in a line of connected houses like you might have in a large city. Not the loveliest example but here is a link.

https://photos.travelblog.org/Photos/248044/887645/f/8521038-Medieval-row-houses-0.jpg

Those are pretty though! :slight_smile:

I imagine if I can make the plots longer, then I could put the row house in as one object, which actually would be better since there would be no extra walls between them to increase the polys.

Also…I imagine I could use your asset to generate roads and sidewalks and just place my own stuff, right?

Oh, I forgot something else…this is procedural. Is it persistent in the editor? My streets won’t change if I go into editor mode to add something, will they?

I see you want one Actual Mesh Object representing several side by side.

If that building is all one Mesh that will work for you.

Yes. All these assets are created in the Edit mode.

1 Like

The blending buildings with terrain feature sold me. I want this immediately :slight_smile:

Yes that was something I felt was always missing from other city generator style systems. They are always flat and grid/blocky roads. Hopefully the review process will not take too long so I can get back to add the next features for CiDy like the traffic system / Car AI.

Looks awesome. Have a couple of questions about roads and road types. Is it possible to have multi-lane roads and one way roads?
Thanks!
d

A traffic AI system would be cool, though there’s already a few assets on the store for that. Might be better to focus on city layout-specific features instead.

I’d like to multi-lane roads as well, but what you have here already looks great.

Great Feedback. I also agree multi - lanes is a must. I have been looking at the current traffic systems for Unity. They all have one flawed issue. They require manual setup of way points for the traffic lines. Integrating a traffic system into CiDy will allow you to modify the city layouts without worrying about updating any traffic data. In fact the traffic line data is already written in there so now I will just be extrapolating it into the editor GUI and Writing a simple car AI to utilize it. And add the ability to specify how many lanes are on a road. :slight_smile:

1 Like

droderick Version 1.0 doesn’t have a traffic system exposed yet. You could simply texture the road with a multi lane texture or a single lane texture to achieve the desired look. :slight_smile: There will be roadTypes added with the Traffic Feature.

1 Like

This looks like a great sister product for Gaia - I reckon a city would look great just down there :slight_smile:

3 Likes

Can this be used with easyroads 3 to generate the buildings with its Road system?

I have no experience with Easy Roads system. If that system exposes the point data then you could potential tie the two together. You can feed a list of points into the CiDy Library that you want divided into lots for Building Placement.