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

 

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:

- Miscellaneous other small bugs and improvements

 

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.