Hi SunnySunshine1,
Ah sorry, do you mean add more marker control points to fine tune the actual road shape? Yes that is possible.
Move the mouse pointer to the position of the new marker control point and press the “i” key (insert).
Thanks,
Raoul
Hi SunnySunshine1,
Ah sorry, do you mean add more marker control points to fine tune the actual road shape? Yes that is possible.
Move the mouse pointer to the position of the new marker control point and press the “i” key (insert).
Thanks,
Raoul
I’m having issues with a bunch of the materials and would appreciate if somebody had a solution. Let me describe the situation:
On the left side of the image is the situation with materials prior to running DEMO_HDRP_14_0_4 and on the right is the situation after. Some warnings were raised also and visible on the image. I had to put everything in one image since new users are only allowed one embedded image, sorry for that.
You can see that running DEMO_HDRP_14_0_4 does help a bit but there are still a lot of broken materials and a lot of materials show up plain dark gray. I did try running the HDRP_14_0_4 also but the end result is the same as when I run DEMO_HDRP_14_0_4. I’ve been looking at the documentations and reading existing forum answers for a couple of hours now but have not yet found a solution. All the help is appreciated, thanks in advance.
Hi karlmark,
The Free is version a light version of the Pro version. The free version is not required when also importing the main EasyRoads3D Pro package.
The Demo package, which was the first package that was imported, includes all the required assets. The EasyRoads3D Pro package is not needed when importing this package. In fact the Demo package already includes a light version of the v3.3 beta, so when importing Pro afterwards, EasyRoads3D is downgraded. Some of the features in the demo scene, like v3.3 Flex Connectors, will not work.
With regard to the pink materials, the first time any EasyRoads3D package is imported the respective material package will be imported when URP or HDRP is detected. So initially all the materials in the screenshot should not have been pink. After importing the other packages, the HDRP shaders were most likely overwritten with those for the built-in render pipeline.
The fix, indeed manually reimport the package with DEMO in the name for your HDRP version, in your case the DEMO_HDRP_14_0_4 package which will also work for HDRP 14.0.12. I see that was done.
There will be a few pink materials non road network related because there are some obsolete shaders for which no HDRP version exists but that should only be a few.
Can you open the v3.2+ demo scene? Do you see pink materials? The road network related assets are fully optimized for HDRP in this scene.
In that case, can you select a material and check in the Inspector which shader is assigned?
Thanks,
Raoul
Hello,
I’m interested in buying EasyRoads3D Pro, just having a question :
is it possible to convert the road data into the Unity Spline system, as I would like to use Microverse along with EasyRoads3D ? What interests me in particular is to convert the road data from OpenStreetMap.
Thanks in advance !
Hi Game3DFun,
The splines are adjusted near crossings for a smooth transition on crossings so it is not possible to create a single Unity spline for the full road object.
But other users got this working with Microverse, see my reply here EasyRoads3D v3 - the upcoming new road system (Part 2) - #399 by raoul to the same question that was recently asked.
Thanks,
Raoul
Hi Raoul, I have a question about EasyRoads3D:
I’d like to have a road building tool that can adapt the terrain to the road shape, but also include stunt elements, such as jumps, steep turns, loops or corkscrews, pretty much as in the free racing game “Stunt Rally”.
Here’s a trailer, so you can have a look at it.
Is such a road layout (without pipes) possible in EasyRoads3D Pro?
Hi FriederL,
Apart from the looping everything in the video can be created with EasyRoads3D.
Loopings could be modeled outside Unity and imported into EasyRoads3D using the Custom Connection system.
We do have a looping prototype script but it currently will generate a flat road shape only. It will need more work to for example support side objects like bridge or overpass shapes like in the video.
Perfect corkscrews is also something that could probably also be created fairly easy with a custom script.
Thanks,
Raoul
Thanks, Raoul!
I’ve been playing around already with the sideways rotation of road points. But (by default) the angle seems to be quite limited. Is there a solution to adjust the maximum angle, or do I need the Pro version for this?
Hi FriederL,
Yes, sideways rotation is by default limited to 30 degrees, this is directly related to updating the terrain to the road shape.
The road can rotate 360 degrees when “Terrain Deformation” is switched off for that road object. And this can also be done in the free version.
Thanks,
Raoul
And is it possible in the Pro version to make steeper turns on the terrain? (along the inner side of a mountain chain)?
That works the same in the free version.
It is impossible to add details points to the unity terrain object, EasyRoads3D can only update the height of available terrain points. So the terrain deformation results depend on the road shape and the terrains heightmapscale (size vs heightmap resolution).
With regard to that especially steep turns in hilly areas are tricky because the road height will change over short distances. There must be enough terrain points available to adjust the terrain accordingly. This becomes visible when switching on one of the wireframe shading modes which will clearly show the terrain points when zoomed in.
So the results depend on the size and heightmap resolution of the terrain. The smaller the distance between terrain points the the more curvy the roads can be in hilly areas.
But Pro does have additional options for this through the side object system. For example retaining walls or terrain detail meshes can be auto generated based on the road shape and the terrain profile. The terrain will be adjusted further below the road and the generated side objects will cover the gap with the road.
Thanks,
Raoul
Thanks already, @raoul for the help! I recently bought EasyRoads3D Pro and want to use it together with iRDS (Intelligent Race Driver System). iRDS only takes one road object to convert its markers into the track limits. Is it possible to have multiple road types (or textures) on the same road object?
Hi FriederL,
Are currently I Connectors used to connector roads with different materials? In that case, I belief iRDS already supports v3.3 which is available in betas. In v3.3 it is possible to set lane positions for road types. Lane data will be generated accordingly, also on crossings and for I Connectors.
Otherwise, how does iRDS interact with different roads and with crossings? I would think there must be a way to link road objects?
As for using different textures on a single road object, that could be done by using a custom shader that for example draws the road textures by vertex color. For each marker the vertex color can be set in the Inspector so that way different road textures can be used on a single road object.
Thanks,
Raoul
Thanks!
I’ve started setting up a simple race track including a hill and barriers as side objects. On the way I’ve got two questions:
Hi FriederL,
After selecting a road object Shift + Z will select all road markers, changes to Indent or Surrounding values will apply to all selected road markers.
That is not standard behavior, it must somehow be related to the shape of the race track. Because you mention that this happens when closing the track, it is perhaps related to the positioning of the first and last marker. Does changing this make a difference? Are these side objects active across the whole track? Is it possible to share this scene with us so we can look a it? Our email is in the readme file in the EasyRoads3D root directory.
Thanks,
Raoul
Thank you for sending the unity package! Yesterday after looking at the track I gave general optimization feedback and suggestions by email so you can continue. The track is fairly long, 15+ km, and these optimizations will also solve the issue with the side object mesh visible in your last post here.
Meanwhile we looked deeper into this mesh issue. It is directly related to the length of the track. The barrier side object is active along the full length of the track. It is too large for a single mesh object so it is created in two batches.
And the mesh issue happens when closing the track. For a closed track the barrier vertices at the start and end will snap together. This generally works well because only one batch will be created. Not for the track in your scene because two batches are involved, the start vertices of batch 2 snap to the end vertices of batch2. The start vertices of batch 1 should connect to the end vertices of batch 2. This will be fixed, thank you for reporting this!
Raoul
Hi, I’ve been studying EasyRoads and ran into an issue.
I’m trying to use a custom connection prefab, and as you can see in the attached picture, there’s a problem with the normals.
When I place the custom connection prefab in the scene, everything looks fine.
However, the moment I generate the road, the normal issue appears.
Is there any way to fix this?
Hi modjun8,
That appears to be related to averaging normals. How does this model import in Unity, is it necessary to rotate the model in the Custom Connection Editor window? The “Trace on” dropdown.
Would it be possible to send the original model so we can test it? Since this requires the model itself only, it can be uploaded here if you want. Otherwise, our email is in the readme file in the EasyRoads3D root directory.
If this is indeed related to averaging normals, this process can be switched of with the Unity editor in debug mode, the “Average Normals” checkbox near the bottom of the ERCrossingPrefabs component. This can be done for scene instances or for the specific prefab in /Assets/EasyRoads3D/Resources/custom prefabs/.
But ideally we like to sort out what the issue is.
Thanks,
Raoul
Hi Raoul,
I have a project with Road Types and SideObjects I have created. I need to export them and re-import in an other Project. But I got errors during export, either exporting all road types or only mines. The .prefab is not build (except during the 2 stages process), but the .unitypackage is created, and the following errors are displayed :
Versions :
I am interested to transfert to new project all demo+personal roadtypes+sideobjects :
BTW, how I can “import” in the new project ? “Import Road Types” opens to me a window asking me to drop a prefab… that I have not
Best Regards
Sylvain
Hi Sylvain,
The second screenshot shows that indeed the “Export” option for road types is used (available in the Road Types section) which is correct. When are the errors in the first screenshot thrown? Directly after pressing the Export button?
I am asking that because what is visible in the first screenshot is unknown, there is no clear reference to EasyRoads3D. The last red error seems Inspector related.
Regarding the last question, the prefab required for importing the road types and side objects in the target project is what the Export window creates in the original project. Does the save dialog window appear in the original project after pressing the Export button?
Another way to do this is by:
Create a new scene in the original project , add a road network object and add all the road types and side objects that are required in the target project to this road network object.
Create a unity package of the scene including all dependencies.
Import this package in the target project with the same EasyRoads3D version imported (to avoid a mismatch of runtime and editor scripts).
Open the scene and select the road network object. All road types and side objects in this scene will be added to the project road types and side objects of the target project. They will be available in road networks in other scenes.
Thanks,
Raoul