I have been working on a new road system to keep everything manageable, fast, stable, flexible, intuitive and user friendly. For example, now you can also model and implement your own project specific crossing types and setup the editor functionality accordingly.
This new system will support any type of road system such as city roads (full city engine is next), suburbs, highway systems, race tracks and also tracks for fx type of racing games including loopings, screwdrivers etc.
I have the core code ready and as this will be the final v3 system I will be posting regular updates in this thread starting with the below video which quickly demonstrates the new workflow.
Customizing road networks: this video shows how you can import your own road meshes and select where roads should connect. The prefabs are instantly integrated in the system and ready to use.
Thank you very much guys, glad you like it! I will be posting more soon.
@Zaddo67, once all the new features are implemented the price might go up a little. However the upgrade will be free for those with a Pro license. The Asset Store version is Pro, so the upgrade will be free for you.
Thanks Ethaninja! Just like in v2 catmull-rom is used but with addtional options per marker. In the video you can see the option “Controller Type” when a marker is selected. By default it is the standard spline controller but you also have the option to create a straight lineair segment between two markers. Another option is to auto adjust the road to the terrain height, the system will place invisible markers at terrain height changes. This way the road will smoothly follow the contours of the terrain which is especially useful when you use DEM data. You don’t have to worry about placing markers on every height change.
@jeffmorris1956, the free version will be updated according this new workflow but it is undecided yet what features to implement and whether crossings will be supported, I haven’t really thought about that yet.
If you meant, can the width of a specific road be changed and go, for example from three-lanes to two-lanes. That will be implemented as well. But in any case, as mentioned in the first post, this new version also includes a system to use your own crossing/connection prefabs. So if the implemented way of changing lanes will not work for your specific project you can simply model that segment, create a connection prefab with the easy to use build in custom connection prefab system and use that for the transition during the road width change. Hope this answers your question.
Raoul, this is AMAZING. So many useful features, especially the idea of integrating custom modeled intersections makes this tool so versatile! Although I already purchased EasyRoads Pro I will definitely buy another copy/license to support your work. Thanks and keep on coding!
is there a export option to be able to take in to a external 3d program and model curbs, buildings and other details to fit the curves of the roads? Example as if i wanted to make the streets of my city using easy roads then export and finish modeling the building, is this possible? Thanks
@.Ratllehead, thank you and that is very kind, but really not necessary, your feedback is already much appreciated! I started this 4 years ago purely because it was fun. And it still is although v3 was giving me some headaches but we are back on track now…
@chingwa, Many thanks, once this is out I finally may have some time to start getting familiar with your amazing water system! My main Unity project is at the stage for prototyping some demo scenes and water is needed!
@ValrikRobot, yes, I think it was necessary. The old v3 intersections system was workable but this new system is far more user friendly.
@Jes28, Thank you, send me an email or a PM with your email. I will add you to the beta list.
@sjm tech, thanks Max! I am still on it, also the new side objects system This new system is actually a mixture of the two.
@GameMasters3D, yes, just like with the current version v2 you can export to .obj, both individual roads as the full road network. Let me know if you have more questions.