EasyRoads3D v3 - the upcoming new road system (Part 2)

Continuing the discussion from EasyRoads3D v3 - the upcoming new road system (Part 1) - #12159 by joanpescador.

Previous discussions:

Hi Raoul.

I’m willing to test Unity 6 too. Could do you send that update to me too? Is for ER v3.2, right? Can be used with ER v3,3.b13?

By the way. I don’t know if is realated but I have this message when I place a new Road Network in a new scene in Unity 2022.3.24f1 with ER3D v3.3.b13:

InvalidOperationException: Insecure connection not allowed
UnityEngine.Networking.UnityWebRequest.SendWebRequest () (at :0)
EasyRoads3Dv3Editor.OQDQCDOOCQ+qQQQQ.MoveNext () (at :0)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at :0)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
EasyRoads3Dv3Editor.OQDQCDOOCQ:CheckNotifications(ERModularBase)
EasyRoads3Dv3Editor.OOQQOCQOOO:OnEnable()

Thanks,

Joan

Hi Joan,

Have you tried the latest v3.3 beta 14 update that was released a week ago? It is available on our website, otherwise I can send it to you.

Also just to know the exact situation, does the current package not import well on your end even when you confirm to allow Unity to upgrade the package according Unity 6 changes?

I am asking that because the SendWebRequest warning in your post should not be critical. It is Notifications related which can be switched off in the most right Info tab of the EasyRoads3D toolbar in the Inspector

Thanks,
Raoul

1 Like

Hi Raoul.

I will check the update on your website.

That error message was not in Unity 6. It was simply placing Road Manger in the hierarchy in Unity 2022.3. Just for your information. I just deleted.

One more thing. I’m trying to cover the road with snow. All systems I’ve tested use a deferred rendering path.
When I switch to deferred, the roads just disappear. This did not happen in the standard build-in rendering. Is there a solution for URP?

What do you think is the best way or plugin to cover the road with snow?

Thanks,
Joan

Hi Joan,

Yes, the SendWebRequest did also happen in older Unity versions. SendWebRequest is Unity API code which is used to call our server to check for updates,. But the links were using http: instead of https. It should be fixed in the latest updates. In any case, it is harmless and, as mentioned, this process can be deactivated in the most right Info tab of the EasyRoads3D toolbar.

Regarding URP and the shaders, The latest updates on the Asset store also include a new URP_14_0_10. Have you tried one of these shaders?

Regarding snow, I don’t know if there are plugins that will cover the road with snow regardless which shader is assigned. But any Material / shader can be sued on the road objects. Some EasyRoads3D shaders use more advanced options but the default “ER Road” shader is a fairly standard shader only with additional options to prevent Z-fighting with the terrain. If there is a specific shader that you like to use that does not have this option and you do want to use that, than most likely this can be added. Just let me know in that case, I can have a look at it.

Thanks,
Raoul

Hi everybody,

Unity has upgraded the Forum, because there is a 10.000 posts limit in the new forum system the EasyRoads3D v3 thread has been split in part 1 and part 2. This means that this is the new active EasyRoads3D v3 thread

For the full history of EasyRoads3D v3 please check Part 1, the initial thread.

EasyRoads3D v3 - Part 1

We will continue developing the tool and offer support for the tool here in this thread.

Upcoming in v3.3 (available in betas):

  • Built-in support for custom non-flat road shapes
  • The Flex Connector, road type driven dynamic intersections supporting flexible angles and different road types
  • New lane data input options in the “Road Types” section, this will generate corresponding lane data on road objects and intersections for AI Traffic and dynamic advanced multi lane shaders (upcoming)
  • New sidewalk features including crosswalks
  • And various other new options like auto generated lane direction markings

For those in direct messages, as far as I can see this is still operational but the list of conversations (especially “Latest”) does not appear to be complete or perhaps I am missing something here. In any case, if you see the same and you cannot find the conversation, please start a new one :slight_smile:

Get EasyRoads3D Pro on the Unity Asset Store

Thanks,
Raoul

2 Likes

Hi Raoul.

Thanks for your interest.
I have updated to package UPR_14_0_10. I still can’t cover the road with snow. As you can see in the image, all materials are covered with the same snow shader except the road. I’m not into the shaders at all. I’m totally lost here. I try ER Road, ER Road Detail and ER Road Decal. With any other shader, road disappear or become pink. In the properties of ER Road shader I saw it said it is not a surface shader, could be the reason?


Attached the snow shader I use, if it may be useful.
Any idea of what is going on here?
GlobalSnow.shader (2.1 KB)

Thanks,
Joan

Hi Joan,

I tested the shader in a Unity 2022.3 project URP 14.0.10. There are errors, it seems there are missing files. Is this part of an Asset Store package?

What shaders are assigned to other objects on your scene which do work well with the snow effect?

What happens when assigning one of these shaders to the road object?

Are the Z-Fighting Offset values on the “ER Road” shader interfering with the snow effect? Does it work well when setting these values to 0?

Thanks,
Raoul

Hi Raoul,
I’m using Unity 2022.3.20f1, with URP 14.0.10.

None of the URP packages seems to work. Which package have I to sue from the 5 URP available inside SRP support Packages?
(btw SRP package for demo is missing for 14.0.10, I loaded 12.1.6 for the demo)

I have an issue building a new road using race track. the road material is pink, and the shader is: Hidden/InternalErrorShader

is this from the demo project with the wrong SRP package?

Thanks,
Cristiano

Hi Cristiano,

The main EasyRoads3D Pro package was indeed recently updated with new URP 14 shaders. The demo package will follow, the DEMO_URP_14_0_10 package is ready but there is still work done on other demo package updates. So if you want I can already send the DEMO_URP_14_0_10 package.

The question is if this will resolve the issue you are having. Because the older DEMO_URP_12_1_6 package should also work well unless the Forward+ Rendering Path is used in your project.

And also because the “race track” road type is mentioned. This road type is a road type in the older v3.1 demo scene. URP and HDRP support was added in v3.2. The v3.2+ demo scene is fully optimized. For older materials like the race track material one of the new shaders can be assigned, the “ER Road” shader for example or the “ER Road Detail” shader. Or do these specific shaders indeed now work well at the moment?

Thanks,
Raoul

Hi Roul,
at the moment I just reopened ER3d from a long time, so I’m doing just some test. I’m not in hurry, so feel free to take your time, I may wait for your next update through the asset store :slight_smile:

To this end I have a question, because I don’t remember: once the layout of a road has been created, is the finalized result merged with the terrain (thus adding textures) or does the road remain as a separate object with its own mesh?

Thanks,
Cristiano

Hi Cristiano,

The Unity terrain object is based on an heightmap. It is no possible to add detail points so objects like road objects cannot fully merge with the terrain unless you need dirt type of tracks based on one of the terrain textures. It is possible to bake the road shape in the terrain splatmap.

The updated URP package for the demo project will be available on the Asset Store within the next two weeks. So just let me know if you already like to use it before then.

Thanks,
Raoul

1 Like

Yes. Is a a package named Global Snow 2.

Universal Render Pipeline/Lit.

Solved. It works well.

Didn’t find that info in the snow shader but is working with Universal Render Pipeline/Lit.

Thanks, Raoul.

Hi Joan,

I though this was perhaps Global Snow 2 related.

The Z-Fighting Offset values are available near the bottom of materials that have one of the EasyRoads3D shaders assigned.

If setting these values to 0 works (no offset at all) than you could indeed also use for example the URP Lit shader anyway. And z-fighting should not really be an issue unless on more hilly roads. And if that is the case we would check if a similar offset assigned to the snow shader in the code would fix the problem.

Thanks,
Raoul

1 Like

can’t add markers, when shift + mouse click just terrain getting selected, unity version 2023.

Hello george_abashidze,

This sounds like the first topic mentioned on the Troubleshooting page in the manual.

Is the Gizmos tab active in your Unity editor setup (it is active in the default setup)?

Gizmos are required to display the road marker handles and other road network related handles, but this being disabled also has the side effect that keyboard events (the Shift key in this case) are not captured. And this results in the standard behaviour of the terrain being selected when clicking on it instead of a road marker being added.

Can you check the active state of this Gizmos tab (the most right tab above the Scene View window)?

Thanks,
Raoul

Hello Raoul,

I’m seriously thinking about migrating from Unity 2021.3 to Unity 6 due to the lack of supporting the latest Android SDK from Unity 2021 (it’s mandatory from Google to have SDK updated). I know it state is still in “Preview”, but something I’ve learned in the last few years using Unity is any version should be considered non stable.

I have read the last messages and it seems the PhysicMaterial to PhysicsMaterial is the only issue to take in account.

Do you think it is reasonable to migrate to Unity 6 when ER is the main package of my project? Just wanted to know your opinion.

Thanks in advance

Hi levelappstudios,

When importing the current EasyRoads3D package in Unity 6 there will be the typical window alerting that the package includes obsolete code and that this can be upgraded by Unity. After confirming this the tool should work fine. Indeed it has been reported that there can still be the PhysicsMaterial issue that you mentioned.

In that case, we have a fix for that. We are still working on a complete update for Unity 6000. In the case you do get the PhysicsMaterial warning than we can already send the update to you.

But yes, it is Unity 6000 Preview. Regarding stability, I can only give feedback on the functionality of EasyRoads3D in Unity 6, that will work just fine.

Thanks,
Raoul

Thanks for the feedback Raoul

1 Like

Hi Raoul,

Are side objects functioning with custom connectors?
Is there anything special I need to do apart from making sure the Generate on connections box is ticked in the side object options?

I’ve made a custom T-junction that functions as expected but I can’t seem to get side objects to generate on the side that has no connectors.

Many thanks.