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Road & Traffic System

Discussion in 'Assets and Asset Store' started by wireddev, Aug 25, 2014.

?

Wondering if this is something that people are interested in purchasing?

  1. Yes

    88 vote(s)
    85.4%
  2. No

    15 vote(s)
    14.6%
  1. wireddev

    wireddev

    Joined:
    Apr 22, 2013
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    Website
    Webplayer


    BUY NOW!

    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!

    1. How to get started! - Spawn and Link Road Pieces, Create a Loop and Spawn Traffic


    2. How to create a loop


    3. How to create a T Intersection


    4. How to create a 4 Way Intersection


    5. 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:
    • 6. How to Spawn Vehicles
    • 7. How to Scale the Traffic System ( Road Pieces )
    • 8. How to setup your own vehicles
    • 9. How to create highways
    • 10. How to create highway off-ramps
    • 11. How to change the appearance of your road
    • 12. How to switch the direction of road pieces and individual lanes
    • 13. How to link opposite lanes together
    • 14. 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!
     
    Last edited: May 5, 2020
  2. b4c5p4c3

    b4c5p4c3

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    I will do the next GTA with this asset :D
     
  3. wireddev

    wireddev

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    New website is up and the first of many tutorial videos too (edit in original post)... many more video tutorials to come to make sure the system is as simple and understandable as possible!
     
  4. b4c5p4c3

    b4c5p4c3

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    Do you have an estimate on how much it will cost???
     
  5. wireddev

    wireddev

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    $50 was the ballpark we were looking at.
     
  6. c-Row

    c-Row

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    Does this come with pathfinding abilities, e.g. telling a vehicle to drive to a specified/the nearest node of a certain type?

    And could this be applied to railroads as well?
     
  7. Hard target

    Hard target

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    I really like this.It is a great idea.
     
  8. wireddev

    wireddev

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    The current version gives you the ability to create the road network, traffic light network and allows vehicles to traverse the network to simulate small, medium or large traffic system (on mobile too as the overhead is very small). Currently the support to tell a vehicle to go from X road piece node to Y road piece node doesn't exist but it is on the feature list after release.

    The system is very customisable so you can make any kind of pieces for sure (video of "How to create a custom road piece" now on the website), we just chose road because that is what we needed but rail pieces would work fine too.
     
    Last edited: Nov 8, 2014
  9. wireddev

    wireddev

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    Second video added to show how you create a loop.
    "2. How to create a loop" -> can be found in the original post above or you can view this on the official "Road & Traffic System" website under the documentation page: http://wireddevelopments.com/trafficsystem/documentation.php

    We are trying to keep this system as simple as possible and steer away from a complex user experience with the tools. Few clicks here and there is as far as we want the user to have to strain their brain... hopefully we are managing to provide this simplistic outcome for you guys.

    There are some complex functionality demos to come but we hope to keep the user interaction part of it simple to achieve the complex result. Also keep in mind we are still very focused on making sure this runs super fast on mobile - that is one of our biggest goals as there are some solutions to road and traffic out there but none that really cater to mobile that we have found. Interested to hear some that are aimed at mobile?
     
  10. Hard target

    Hard target

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    Here is a suggestion for later development.You need to have each car start at particular place and have them randomly select the times that they start.To make it look real.
     
  11. wireddev

    wireddev

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    You can already do this. We have a prefab you can place (multiple times obviously) anywhere in the world. Once placed, you select the node that you want it start spawning random vehicles at with a bunch of different randomised options, like vehicle random min / max velocity, delay between each spawn, and also does sanity checks to make sure there is room to spawn a vehicle in the first place.
     
    Last edited: Aug 31, 2014
  12. wireddev

    wireddev

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    The Road & Traffic System - Android Demo is now available for you to test out on your mobile device. Additional options included such as Shadows (on and off) and FPS counter to make sure you're happy with the systems mobile performance before considering if it is right for your traffic system needs!

    Android Demo can be found on our website, in the original post above or here
     
  13. wireddev

    wireddev

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    Third and Fourth video added to show how you create a T Intersection and a 4 Way Intersection.
    "3. How to create a T Intersection" & "4. How to create a 4 Way Intersection" -> again, can be found in the original post above or you can view this on the official "Road & Traffic System" website under the documentation page: http://wireddevelopments.com/trafficsystem/documentation.php

    We are always improving our systems to be as simple as possible, please give us some feedback on whether you understanding the creation of a T Intersection from the video tutorial?
     
    Last edited: Sep 1, 2014
  14. wireddev

    wireddev

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    The video for spawning vehicles with the Traffic System Vehicle Spawner is up -> "6. How to Spawn Vehicles"
    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
     
  15. wireddev

    wireddev

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    The video for scaling the Traffic System ( Road Pieces ) to simply fit your existing scene layout / scale is up -> "7. How to Scale the Traffic System ( Road Pieces )". Check out this video on the documentation section of the Road & Traffic System here
     
  16. wireddev

    wireddev

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    The video for adding your own vehicles into the Traffic System is up -> "8. How to setup your own vehicles". Check out this video on the documentation section of the Road & Traffic System here
     
  17. wireddev

    wireddev

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    The video for creating highways in the Traffic System is up -> "9. How to create highways". Check out this video on the documentation section of the Road & Traffic System here
     
  18. wireddev

    wireddev

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    The video for creating highway off-ramps in the Traffic System is up -> "10. How to create highway off-ramps". Check out this video on the documentation section of the Road & Traffic System here
     
  19. wireddev

    wireddev

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    The video for customizing the appearance of your road in the Traffic System is up -> "11. How to change the appearance of your road". Check out this video on the documentation section of the Road & Traffic System here
     
  20. wireddev

    wireddev

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    The videos for switch lane direction and linking opposite lanes together in the Traffic System are up -> "12. How to switch the direction of road pieces and individual lanes" and "13. How to link opposite lanes together". Check out these videos on the documentation section of the Road & Traffic System here
     
  21. wireddev

    wireddev

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    We are in submission with Unity, fingers crossed in another week or so we will be live on the Unity Asset Store to start getting your feedback!
     
    c-Row likes this.
  22. wireddev

    wireddev

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    Also forgot to mention.... we decided to make it half the original retail price. It is going to be $25 as we want as many people using it so we can expand on the existing system to make it the best Traffic System for the price in the Unity Store!
     
    hopeful and c-Row like this.
  23. c-Row

    c-Row

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    Looking forward to it. :)
     
  24. john-essy

    john-essy

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    Couple thing i want to ask,

    I see some cars either collide with each other or look like they do, can/will this be fixed if it is an issue?

    Can you set how far back the cars will stay from each other?

    Once the network of roads is placed can you edit them afterwards?
     
  25. wireddev

    wireddev

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    If would be a good idea to look over this video as it explains what the components of the vehicles are (if you haven't already that is :)). Yes, cars can collide with each other if the system doesn't detect another car in the detection Ray and Capsule (this is depending on how you set it for each vehicle of course). If the vehicles do collide with each other you will just the appropriate one stop until the other moves out of the way so the stopped vehicle can move again ... you won't see a massive crash happen, but I'm sure we can add that feature :)

    Again, the video is helpful to see the options you have for the vehicles. Each vehicles detection is set via the distance from their center and a radius ... this is for sphere detection of the vehicle in front. There is also a capsule and ray cast just after the lights turn green to determine if they "really" can move forward or not. Just because the lights are green doesn't mean it is safe to move through the intersection. There is also a second sphere detection option you can enable to put at the back or middle of your vehicle if you choose to but currently it looks like this is overkill, but the option is there none-the-less.

    Absolutely! You can do everything and anything to them using the editor tools created or even link and manipulate them manually if you wanted too. This system is designed to be very easy and simple to create massive road networks. It would be bad if you created New York City and found that you couldn't edit it after many hours of work!

    It is important to note that if you have ANY problems with the system or need to know more info on how to do something, we are here to help!
     
    Last edited: Sep 8, 2014
  26. imtrobin

    imtrobin

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    This is something I would pay for. I presume it can work without the road generator. I don't need the roads, just the AI part.
     
  27. wireddev

    wireddev

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    Each road piece contains the visual road model, so sure, you would just need to turn off the road gameobject in each road piece prefab and it would turn them all off for the entire road network therefore allowing you to just use the AI. The editor debug pathing info would still remain as this is just editor helper visuals so I assume you would still want that, don't worry all the editor helper visuals go away when you are in play mode in the game window ;)
     
  28. hopeful

    hopeful

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    Will this work with EasyRoads3D v3?
     
  29. wireddev

    wireddev

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    EasyRoads3D is awesome for generating beautiful looking roads but (correct me if I'm wrong) it doesn't give you the pathing or AI functionality. Road & Traffic System allows you to use the base road textures or create your own custom road pieces by adding additional road models (doesn't just have to be a texture change, you can add whatever models you like to the road piece prefabs!) AND it has the pathing and AI functionality all built-in.

    This pathing and AI functionality can be placed over the top of your EasyRoads3D roads but it would require some manual placement of pathing nodes that the AI uses as the editor only snaps together the Road & Traffic road pieces. It is definitely doable but the ideal way would be for us to add this to our editor tool set so you don't have to add the nodes yourself to EasyRoads3D.

    Sounds like I'm hearing a feature request :) ... A way of us adding this too our editor tool set would be to give you the functionality to just generate certain node types (left lane nodes, right lane nodes) and certain node group types (say an intersection or a T intersection which is a group of nodes so you don't have to place them all down yourself) and then give you the current functionality to link them altogether to create the correct pathing you desire on top of EasyRoad3D.
     
  30. hopeful

    hopeful

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    If I'm not mistaken, EasyRoads v3 is in beta right now, with a lot of new features. If you think there is a way to closely integrate the Road & Traffic System with EasyRoads, this may be the perfect time to look into it.
     
  31. wireddev

    wireddev

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    Yes, we will look into what can be done to make it easy for our users to work with our pathing and AI in EasyRoads3D for the upcoming drop of features with the Road & Traffic System.
     
    John-G likes this.
  32. wireddev

    wireddev

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    Just letting everyone know that the Road & Traffic System just released on the Asset Store!
    Check it out HERE
     
    John-G and hopeful like this.
  33. Jeremy2300

    Jeremy2300

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    I'm currently looking to implement a traffic system for my project and found your Plug-in.
    I'm curious if it's possible to create your traffic during run time? Our game has a road creation system similar to that of Sim City where you can create and destroy streets at any time. Would this be possible with your system, or is it mostly intended for creation within the Editor?

    Edit -
    Picked it up. It doesn't seem too bad to work into my current road system. I did strip the code down heavily though as most of it was Editor placement stuff which seemed pretty unnecessary for my purposes. But the spawning, car movements and street lights have saved me quite a bit of time and work quite nicely.

    Any future plans for other sorts of traffic intersections? Mostly things with the light/intersection setup would be kind of cool - turning lights, 4 way stops, or possibly intersections that adjust their green/red light times based on traffic flow (to avoid build up in one direction while no cars are moving in another).
     
    Last edited: Sep 30, 2014
  34. Hamesh81

    Hamesh81

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    This looks like a fantastic system, great work wireddev!

    I am curious whether this system can work for more organic road systems as well. In the example videos I see that the pieces are clicked together in a very grid like pattern, is it possible to for example make smooth turns instead of 90 degree turns, or "S" turns as well? Is it also possible to adjust the elevation, if for example I would like to make a road over a terrain hill or mountain, could this be done?
     
  35. Jeremy2300

    Jeremy2300

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    I didn't find the system overly hill friendly when I was working with it (the vehicle rotations were a bit annoying) but after quite a bit of tweaking I finally got it working.

    We actually posted a video of our traffic system going earlier today:


    I had to take out a large portion of this system, but it's fundamentally the same (besides the vehicle movement). I removed highway stuff too, since our roads are quite simple. Most of the rewrite came from the road piece figuring out how to connect properly to the pieces around them.
    It's a node based system, so complicated turns are quite easy to do, you just place the nodes in the shapes you want and connect them to each other.
    In the video, the intersections are a bit complex (near the end of it), the Green line is the choice to go straight, the blue lines are left turns and the red lines are right.
     
  36. Hamesh81

    Hamesh81

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    I am planning to use EasyRoads3D for the actual road visuals, so I am wondering whether this system could work alongside it, or rather on top of it. See the images below. If I have a road already made (the grey areas below) is it possible to position the nodes of the traffic system based on the surface of the road? For example in the first road there is a hill the road goes over, could the individual nodes be positioned vertically to match this surface? In the second example the road has smooth curves, not only 90 degree turns, is it possible to move the nodes to match turns such as this?
     
    hopeful likes this.
  37. zerobits

    zerobits

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    Is Wired Development still in business? I tried calling the number on their website it appears disconnected, they don't have an email address to send support queries to, instead they have a comment/inquiry box for quoting for work that you send requests through but doesn't give you a receipt of transaction. Not sure where to go for help, I may have foolishly rushed my purchase as I'm now not certain if there is support. I have some questions. :)

    Anyone from Wired Developments care to comment? Thank you..
     
  38. kilik128

    kilik128

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    hi it's possible to make prefab with him for make procedural mapping please ?
     
  39. hopeful

    hopeful

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    Have you sent them a PM? Typically the forum fails to notify thread owners of a new post. If they're busy on a project they may not have noticed you tried to ping them on the forum.
     
  40. wireddev

    wireddev

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    Sorry for not getting back ...! We have just added another option in an update that just went live. The traffic lights all have timing for GREEN, YELLOW and RED that you can set but a script for that based on traffic might not be very hard either. Will see what is possible. Here is the screenshot of the update on the asset store.

     
  41. wireddev

    wireddev

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    All is possible, the examples in the videos and unity scenes are 90 degrees as they are easily for users to work with. A Road Piece is basically made up of a mesh (in the examples it is a plane) and a bunch of nodes that determine the right and left lanes. If you wanted to make a custom mesh then you just add X amount of nodes to that mesh to determine the flow of traffic for each lane. Nodes can be placed at whatever height you want. The cars will just traverse from one node to the next. The more nodes you add the smoother the transition will be. We will add a how to create your own Road Piece Prefab using a S mesh or one with height soon but for now it should be easier enough to just follow (mimic) a simple straight road piece prefab to create your own.

    * How to create a custom road piece video is now up on the website
     
    Last edited: Nov 8, 2014
    Hamesh81 likes this.
  42. wireddev

    wireddev

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    Not a problem at all Hamesh81. See our previous post.
     
    Hamesh81 likes this.
  43. wireddev

    wireddev

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    Definitely still here! Inquiry box on our website is exactly how to get to us so any issues send them over.
     
  44. wireddev

    wireddev

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    Yes, please use our website inquiry box to submit anything to us.
     
  45. Hamesh81

    Hamesh81

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    Yes please include a video of exactly how this could be achieved. This is a great looking system!
     
  46. b4c5p4c3

    b4c5p4c3

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    Somehow the forum doesn't notify me about this thread anymore. Glad i find it again.
     
  47. Hamesh81

    Hamesh81

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    Just bought this! It's great and truly works on any height or road shape since the nodes work just like waypoints and the more you have the smoother the movement is. I added a test hill and valley to the demo scene and the system handled it with ease. Well done WiredDev!
     
  48. eridani

    eridani

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    If I have a player-controlled vehicle moving around the city, will these AI cars stop to avoid hitting the player vehicle?

    Also, if the player crashes into an AI car and sends it off the road, will the AI car be able to pathfind back onto the road and continue its journey?

    Thank you!
     
  49. wireddev

    wireddev

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    We have just added a video on how to make custom road pieces for the Road & Traffic System. The system allows you to make any custom shape, size or height road pieces you wish. The video can be found here (number 14): http://wireddevelopments.com/trafficsystem/documentation.php
     
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  50. wireddev

    wireddev

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    Hi Eridani, you can find the description on how to make the AI detect and avoid hitting the player vehicle here: http://wireddevelopments.com/trafficsystem/documentation.php
    It is at the bottom of the page under the "How do I make my own player vehicles collide correctly with the Traffic System vehicles?" section.

    And yes, if the player crashes into the AI car and sends it off the road, the AI car will journey back to the last known node that it crashed at and continue its journey.