Road & Traffic System

Also, would it be possible to make a demo with a controllable car, like this: https://dl.dropboxusercontent.com/u/96912966/iTS%20Demo/Web%20Build.html

Not a problem, you can add 4-Way Intersections and T Junctions / Intersections with or without Traffic Lights, both options are there.

To achieve your medieval look, all you will need is to change the texture on the material for the road pieces… check out “11. How to change the appearance of your road” on the video tutorials page here.

This looks very interesting. How does this compare to Road Architect?

Two totally different products, so far as I can see. Road Architect was more like Easy Roads: a tool for making roads and bridges, and maybe simple intersections. This product is for AI, guiding your cars along whatever roads you want to use (with some road tiles supplied in the kit). As noted just above, you could even use this smart waypoint-type system to direct medieval traffic along dirt roads.

Can you use Road Architect or EasyRoads3D roads as the basis for Road and Traffic System?

4-Way Intersections and T Intersections just got a WHOLE LOT EASIER! We have created new prefabs that you can just drop in and use easily and very quickly. You can rotate them, flip lanes, flip directions …etc everything you usually do with any road piece. Hope it helps speed up your road network creation! (coming in update v1.0.6 which has just been submitted)

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This AI supports realistic intersections of 3 lanes each way, with one or two left turn storage lanes, right? Just checking.

There are no prefabs created “yet” for this but it absolutely can be done. You can have as many lanes going every which way you want them too. A good video to check out is the “14. How to create a custom road piece” found on the documentation page.

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I was just looking at that video and it looks good.

How will the intersections work with prefabs? Just litrally drag and drop?

I have a fes questions:

  • Can I add or remove Lane Prefabs at runtime to change my traffic system?
  • I see only very “hard” curves in your webplayer demo. Is it possible to make not-90° curves? Is there some sort of spline-system to let vehicles drive more smoothly in curves?
  • Does it support roundabout traffic? Or can I make my own roundabout prefab with it or is there any programming limits which could interfer?
  • Is there any help in implementing crossroads and pedestriants crossing the road?
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You can drag and drop the prefab if you wish but it is very easy to use our custom built system to place each prefab as it comes with a range of options to help connect all the prefabs together. With the newly created “connected” T intersection and 4-way intersections you only need to link your surrounding road pieces that connect up to the T intersection or 4-Way intersection. This saves you a lot of time not having to connect all the intricate intersection nodes together.

A pedestrian system is in the works.

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How can I add automatically creating a mesh collider for the road?

If you put a mesh collider (any collider) on a road piece prefab it will be generated when instantiated / spawned in the editor. If that isn’t what you are looking for please explain the question further.

v 1.0.9 - New update on the way!

  • 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.

Currently in submission with the Asset Store now!

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Front headlights are added, but is there an easy way to turn them all on when you want, like when your scene clock heads into night?

The new update sounds great! :slight_smile:

No, but we will add that to the next update!

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I appreciate it. :slight_smile:

Best to have an option to turn all the lights on at once (for, say, the beginning of a scene at night) or to have them obey some fuzzy logic to turn on over a short (user selected) period of time.

Can the wheels on the cars be made to turn left or right as the cars turn left or right, respectively?

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