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EasyRoads3D V3 Manual | ![]() |
Release Notes v3.2.0
Important
Importing package updates Please do NOT remove the EasyRoads3D folder before importing a package update. Apart from newly created dynamic and custom connection prefabs, the EasyRoads3D folder also includes assets with project info such as road types, side objects. When you remove the EasyRoads3D folder these assets will be lost. Also make sure to close the Custom Prefab Editor window if currently open before importing a package update. Additionally, it is also recommended to switch road networks back to Edit Mode or better open an empty scene before importing a package update . And please always backup your project first. It is recommended to regularly backup your project anyway.
Unity terrain objects EasyRoads3D can backup your terrain(s) and restore the terrain(s) in case something went wrong. For additional safety measures it is recommended to duplicate the terrain object in the project panel so you always have a full back up at hand. Make sure to repeat this process after you changed the terrain! This also applies to runtime scripts using the API to generate roads. Although this should work just fine, see the demo project runtime scene, it is always recommended to backup your terrains. To back up your terrains simply duplicate the terrain object stored in the project panel. To find a reference to this terrain asset for the terrain in the scene, select the terrain in the scene and look in the Inspector: Terrain Collider Component > Terrain Data. Put focus on the terrain slot and the corresponding terrain will be highlighted in the project panel. Select it and do CTRL + D to duplicate it. Simply drag the duplicate terrain asset in the scene to replace the original if necessary.
The Runtime API: The following is only related to scripted road networks created with the runtime API. The below does not affect road networks manually created inside the editor. In order to preserve the original terrain data, make sure you backup your terrains! In general restoring the terrains works well using RoadNetwork.RestoreRoadNetwork(), but it has occured that the terrain was not restored leaving the road shape in the terrain after exiting Play Mode. This particularly happened when you put focus on the scene view window while in Play Mode! If you want to create a road network at runtime using the runtime API, it is recommended to check the above using a test terrain or make backups of your terrain(s).
Side Objects and the river example in the demo project / video In the video the terrain is manually smoothend out at the river edges. In v3 manual terrain changes on areas not affected by roads or other deformation objects are preserved when switching back to Edit Mode. The outer part is not affected by the road, the manual changes will remain visible in the terrain. So be careful with this, only smoothen out the terrain when you are happy with the river shape or when you do not mind to manually make corrections to the terrain after switching back to Edit Mode.
Release Notes: Please visit our website for beta release notes
New: - Auto generated side objects based on rules, the terrain shape and the road shape - Terrain hole support for tunnels, this is in preview status. The results depend on the terrain specifications. The provided tunnel examples are tested on terrains with the default settings, 500x500 and 1000x1000, heightmap resolution 512 - Submesh support for procedural side objects - Direct scale option for Procedural and Shape Type of side objects in the General Settings - Automatic start, middle, end section extraction of source prefabs for procedural side objects by using a naming convention for each section in the model - Stepped side object support for Procedural side objects by including stepped sections in the source prefab. The new demo package includes an example
Improved: - Inside the Unity editor side objects are now spawned using the original prefab through PrefabUtility - Sideways X Position control for side objects per marker - Normals calculation for Propcedural side objects - Procedural and shape type of side object sections can now clamp between marker sections. This gives better control over the side object shape on straight sections and corners near markers. - Optional start and end caps support for shape type of side objects. - A single side object can be used for both the right and left side of the road - Road shape scale option per marker using the default Unity scale tool
Fixed:
To Do / Current limitations:
- Roundabouts: when adding new connections you can use the position slider to set the position of the new connection on the roundabout. When the current position overlaps another connection the roundabout will not be rebuild, a warning will appear in the console and the left and right side handles will turn red instead of green. When the current position overlaps the start or end index, a similar warning message will appear as well. So stay within "save" ranges from the start (0 index) and end (depends on the resolution and radius). The troubleshooting page includes more on this.
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