If you need support email us at:
“support at wireddevelopments dot com”
as we do not monitor these forums. Also check the website link above for all tutorials and documentation on this plugin.
Road & Traffic System is a plugin designed for Unity to allow users to quickly create and simulate small or large dynamic traffic networks for any kind of vehicles via placement of different road pieces and traffic lights.
The system is very customizable with an integrated Unity Editor toolkit.
Users have the ability to customize their own road pieces and extend on the base road pieces and traffic lights available to them in the Road & Traffic System.
Full customization for vehicle pathing, chance to change lanes, chance to turn, vehicle detection, intersection detection, acceleration, velocity and much more.
Full instructions, videos and tutorials on how to use and customise the Road and Traffic System!
The website is up so you can read a lot more on the system here. We will be updating frequently and video tutorials will also flow fairly regularly so stay visit often to get all the info on Road & Traffic System for Unity3D.
The first of many videos has been uploaded and you can find it on the website and also right here!
- How to get started! - Spawn and Link Road Pieces, Create a Loop and Spawn Traffic
- How to create a loop
- How to create a T Intersection
- How to create a 4 Way Intersection
- How to create Traffic Lights
Unfortunately we can only show 5 videos in this blog entry… please check out this video on the documentation section of the Road & Traffic System here. Additional videos include:
-
- How to Spawn Vehicles
-
- How to Scale the Traffic System ( Road Pieces )
-
- How to setup your own vehicles
-
- How to create highways
-
- How to create highway off-ramps
-
- How to change the appearance of your road
-
- How to switch the direction of road pieces and individual lanes
-
- How to link opposite lanes together
-
- How to create a custom road piece
Check out the Webplayer here
Also available is the Android Demo, download here
(identical to the Webplayer but you can see it running on your device!)
Updates
Version 2.0.1
- Traffic Lights now have arrows for all turning lanes
- Slight variation in lane position, so cars don’t follow each other exactly on the same line
- Slight variation of speed in cars, so cars don’t move at exactly the same speed behind each other
- Cars now have the option to automatically check at intersections to make sure the intersection is clear. It was set to true by default to allow for tight road networks to function properly but we have created an option for this in the TrafficSystemIntersection.cs script (check/uncheck “Ignore Can Fit Across Intersection Check”) to relax this check as users might not need it.
- Cars will randomly enter an intersection on yellow to provide additional realistic simulation
- A TrafficSystemCameraFollow.cs class is added to provide customisable camera following functionality so users can attach a camera to any spawned vehicle and toggle through them to follow the vehicle. (current keys to toggle are ‘,’ or ‘.’ or you can click on a vehicle in the scene to follow it, provided the script is in your current scene.
- A TrafficSystemVehiclePlayerAuto.cs script is added to allow users to control an AI car with directions on where the car should go when it gets to multiple directions… Google wanted this one
Version 2.0
- ALL NEW road pieces in High Detail and Mobile Detail!
- Roundabouts are here for 2, 4 and 6 Lanes!
- New 2, 4 and 6 Lane corner road pieces with realistic curves.
- AI car braking now has progressive slow down and accelerate.
- You can enable all car front lights instantly. Perfect for night scenes. Just call the function “TrafficSystem.Instance.SetAllVehicleFrontLights( true/false )” found in the TrafficSystem.cs script
- Road Pieces now have speed limits so vehicles can determine what speed they should be doing at certain locations on your road network. If a speed limit isn’t given to a certain set of road pieces than the global “TrafficSystem.cs” m_globalSpeedLimit is used. Like everything, this can be enabled and disabled per vehicle prefab so you are not bound to using this for all or individual vehicles.
- Reveal buttons for all links so you can display all links before connecting them (makes development of road networks very easy!)
- All (T and Cross) Intersections and Roundabouts are fully constructed for you in 2, 4 and 6 Lane Prefabs, just drop and use!
- Fix for collision causing cars to spin at one position constantly. This is caused by the collider of the vehicle coming in contact with the collider on the ground. All cases can be sorted by setting the “Offset Pos Val” of a vehicle “under” the lowest point of the vehicle so that the vehicle collider never really comes in contact with the ground while still looks like it is driving on the road. There is a nice little yellow square representing the Offset Pos Val in the editor now to make things super easy to tune.
- Many more smaller improvements to help with road network construction and custom vehicle construction.
Version 1.0.10
- AI car braking now has progressive slow down and accelerate.
- You can enable all car front lights instantly. Perfect for night scenes. Just call the function “TrafficSystem.Instance.SetAllVehicleFrontLights( true/false )” found in the TrafficSystem.cs script
- Road Pieces now have speed limits so vehicles can determine what speed they should be doing at certain locations on your road network. If a speed limit isn’t given to a certain set of road pieces than the global “TrafficSystem.cs” m_globalSpeedLimit is used. Like everything, this can be enabled and disabled per vehicle prefab so you are not bound to using this for all or individual vehicles.
- Fix for collision causing cars to spin at one position constantly. This is caused by the collider of the vehicle coming in contact with the collider on the ground. All cases can be sorted by setting the “Offset Pos Val” of a vehicle “under” the lowest point of the vehicle so that the vehicle collider never really comes in contact with the ground while still looks like it is driving on the road. There is a nice little yellow square representing the Offset Pos Val in the editor now to make things super easy to tune.
Version 1.0.9
- Spawn random vehicles on startup. Just slide the custom editor to fill 1% to 100% of your road network on startup!
- Option to kill the vehicle when they have no path (TrafficSystemVehicle.cs)
- Wheel rotation now has a multiplier that users can tweak so wheel rotation speeds are correct for larger or smaller wheels.
- Front headlights added.
- Vehicles fitted with Audio Source and engine sounds + horn sounds (new audio clips)
- Option to activate flashing lights and horn on AI vehicle crash
- Crash collision fixed (TrafficSystemVehicle.cs)
- Spawners now pool the total amount of vehicles to be spawned on initial run-time so there is no overhead of Instantiation during gameplay (TrafficSystemVehicle.cs)
- Pathing bugs fixed for larger vehicles.
- New Offset Pos Val on TrafficSystemVehicle.cs script with yellow visual indicator to determine how far off the ground a vehicle should be pathing.
As always we appreciate the feedback!