Hi GTSx,
That is not supported build-in. There is a public script by Rowlan here on the forum that generates EasyRoads3D roads from microverse splines. I belief it is roads only, no crossings.
Others have done this the other way around, by creating unity splines for microverse that exactly match the road meshes. And by interpolating forward / backward to the center of crossings, the terrain can also update below these crossings., something like this:
// Get a reference to the road network object in the scene
ERRoadNetwork roadNetwork = new ERRoadNetwork();
// Code that creates the splines
ERRoad road = roadnetwork.GetRoadByGameObject(roadObject);
Vector3[] points = road.GetSplinePointsCenter();
for (int i = 0; i < points.Count; i++){
unitySpline.Add(new BezierKnot(points[i]));
}
unitySpline.SetTangentMode(TangentMode.Linear);
Creating splines between each spline point is a bit of a workaround, but it works.
And this process can be automated using callbacks that automatically run after road object changes, the changed ERRoad object reference will be passed.
Thanks,
Raoul