Mobile Traffic System - City traffic for games

Hi Gley, I I have the traffic scenario created, I have an issue though as I am using a car called Anycarai in teh traffic scenario that is external to the gley system it was driving on the roads before I activated the gley system now it falls through the road. how would I assign this new car a layer needed so that it does not fall through the road.

congrats on the update

after a bit of problem with burst version, got it working on 2021, will have to install the LTS of 2023 when comes out.

the thing is, the spawning system breaks the illusion of real traffic. is there a quick way to just to use pre-placed ai cars? did I already asked that? (if copied ai cars in runtime, will they work if placed around on the roads?)

I included the demo of traffic system on my gamezy.space site (beta)

Hi. I dont’t own the asset (yet) and have a question after playing the demo. The AI cars seem to break very suddenly ut it would be more realistic if its more smooth. The first thing I noticed if I drive in their lane they just break and come to a stand right away. Depending on their speed they should try to break and crash or avoid the obstacle. The other thing is that they also break very aprupt when theyre slow and I am on their lane already (or other AI cars) even though they could detect the obstacle earlier and break smoothly. This really breaks immersion. I checked the docs and it seems you use a trigger system. So why is this not present in the demo to showcase its capabilities? I really like that this asset integrates ER Pro, but the above issues make me hesistate if its really capable of simulating real traffic behavior. So IF its possible to make them react smoothly with the basic asset config options could you maybe provide a demo that implements this?

need adding AI pedestrain

Hey Gley, you mentioned that the traffic system wouldn’t work on roads generated at runtime. I have a question about that. If we design the roads separately, place waypoints within these prefabs, and then spawn the roads at runtime, would the system work properly in this case?