Do you have still the same real resolution of the road or only the same number in the settings?
Hi 4crash,
- I create a new road object, add markers and switch to Build Mode, the resolution is set to 1
- I change the resolution to 5
- I switch back to Edit Mode and Build Mode again.
The resolution is still set to 5 and the actual road resolution is created accordingly.
This is also the case after adding markers in Edit Mode or after changing âGeometry Resolutionâ in General Settings which is used for Edit Mode only and can be used to improve performance on long tracks when editing the road.
Thanks,
Raoul
Hi
- I create a new road object, add markers and switch to Build Mode, the resolution is set to 1
- I change the resolution to 5
- I switch back to Edit Mode and Build Mode again.
The resolution is still set to 5 and the actual road resolution is HIGH.
Before editing:
After switch to edit and build mode again:
After I change the resuliton in the settings then settings = real resolution.
Hi 4crash,
So you took exactly the same steps as I did.
I tested this in the development project. Which version are you using, the latest asset store version or our website version? And is this on Unity 4 or Unity 5?
Thanks,
Raoul
I have unity 4.6.1.p5. Now I found one EasyRoads object in the scene where is resolution switching OK.
Itâs not significant problem for me.
Your reacts and support are great, thanks for that. When I have a moment I try to find out where is a bug.
BTW.
Will my current Version of EasyRoads 2.5.6 works with unity 5?
Thanks
Strange, I also did some further tests as I saw you are using the splatmap feature. But I havenât been able yet to reproduce this (also testing on the latest 4.6 release).
The current asset store version includes a âUnity 5â folder with a beta package for Unity 5. Please back up your project first! It should work just fine but we always do this, just in case⌠Last week I also uploaded the Unity 5 package through the Unity 5 editor. I think it is still pending review, but once it is accepted, the download should automatically be the Unity 5 version when Unity 5 is the active editor.
Thanks,
Raoul
Hi,
I have a another problem with terrain update, and I donât know how to solve it. In editing mode, I have a flatten terrain under the road, when I switch to build mode the terrain under the road is bumped.
Nothing helps. Recreate near markers or change splatmap, indent data.
In Edit mode:
After switch to build mode
You wrote that the first screenshot is in Edit Mode. I cannot see the white surfaces which should be visible in Edit Mode.
Could you show the two screenshots a little bit more zoomed out and ideally with the same cam angle?
Thanks,
Raoul
White surface is not visible because Iâm unchecked Display Object in General settings (For better view), You can see this in screenshotâŚ
There is a gap between the white surfaces which could cause the issue.
Do you see more gaps and is that where the bumps occur? What happens when you move this marker a little bit so the white surface updates? Does this gap disappear?
Or, the white surfaces are a child object of the specific marker. It should not be possible to select these surface objects in the Inspector. Can you select them? If so, what is the positon of the two white surfaces near the gap? They should be at (0, 0, 0). If you cannot select it, can you comment out the code in /EasyRoads3D/Editor/SurfaceEditorScript.js, two lines in OnSceneGUI(). Now, you can select these objects. Are they positioned at (0, 0, 0)?
Thanks,
Raoul
The Gap doesnât disappear when I move markers.
When I select the surface, selection automatic jump to parent marker.
The little moment when surface is selected I see that position of surface is 0,0,0.
Maybe the problem occures when I delete or Insert markers.
The marker before this gap was first and I inserted new markers to extend the road.
When I delete near markers the gap is still there.
This part of the system has not changed since the release of v2 in 2011. I have not seen this before and I donât think it is related to deleting or inserting markers. Is the gap exactly at the same position when you delete a marker?
Does inserting a marker near that spot tell more? What happens when you do that, is the gap moved to the left or to the right, or does it result in two gaps?
Is this a closed track and are the surrounding markers the first and last marker? This shouldnât affect the white surfaces, just looking for a direction what could cause this.
Would it be possible to email me the this so I can have a look at it? Project stripped down to terrain and roads only if you want.
Thanks,
Raoul
I donât remember where I was delete the marker.
When I insert new marker, the gap appear in front of and behind the inserted marker.
will be enough if I send you only the EasyRoad Object?
You could try duplicating the scene and in the duplicated scene remove all objects except the road object with that gap, and send this scene to me. I will probably be able to check the gap but I will not be possible to properly test the terrain deformation.
Thanks,
Raoul
Hi. I followed the video tutorial for EasyRoads3 Beta for adding intersection prefabs and succesfully aded one but how do I extend it? In the video you just dragged on the handle to make it longer but when I try and drag the handle on my prefab nothing happens.
Hi Hedensoft,
After adding the prefab to the scene, do you see the yellow rectangles when moving the mouse over one of the green handles positioned in the center of a crossing connection?
Click on the rectangle and drag will create a new road attached to that connection. Does that not work for you?
This is the first EasyRoads3D thread. For more info on v3 please check this thread:
Thanks,
Raoul
When loading scene getting 15 x errors like this:
ArgumentException: GetLocalizedString can only be called from the main thread.
Constructors and field initializers will be executed from the loading thread when loading a scene.
Donât use this function in the constructor or field initializers, instead move initialization code to the Awake or Start function.
TreeEditor.TreeGroupLeafâŚcctor ()
Rethrow as TypeInitializationException: An exception was thrown by the type initializer for TreeEditor.TreeGroupLeaf
UnityEditor.DockArea:OnGUI()
When I remove roads and side objects, all errors gone.
What should I do?
Pls help,
Thanks





