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EasyRoads3D v2 is out – Road, rivers, procedural geometry for Unity

Discussion in 'Assets and Asset Store' started by raoul, Mar 18, 2011.

  1. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    2,706
    Hi studentvz,

    The Offset in the shaders is shader code provided by Unity.

    If this is primarily device specific I would recommend to report to Unity.

    Thanks,
    Raoul
     
  2. Cleverlie

    Cleverlie

    Joined:
    Dec 23, 2013
    Posts:
    30
    hi raoul, I have a question, are you planning to enhance the edit tools to improve working with roads and crossings positions and rotations? correct me if I'm wrong, but right now I can't see any straightforward or intuitive way to:

    - move/rotate an entire road network to another place
    - multiselect roads and/or crossings and move/rotate freely
    - multiselect roads or crossings and multi edit parameters like resolution, material, sidewalk width etc.
     
  3. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    2,706
    Hi Cleverlie,

    The first two questions are indeed currently not possible. Moving the entire road network is on the list for v3.x. Rotating the road network can be added as well. The same can be done for a selection of roads and crossings.

    Rotating might be tricky, what should be the rotation center point?

    But all this can already be done through the scripting API if you need it urgently. Get all roads and all crossings, and update the marker positions, etc.

    Regarding the last question, it is recommended to work with road types. Assign road types to crossings. As from beta 8.4 changes to road types will update scene instances of that type. Note that there is a small issue with Road Network Refresh and roads / crossings with sidewalks on only one side. The sidewalk may flip. An update with a fix for this will soon be available. Meanwhile this can be fixed by reconnecting the road.

    Thanks,
    Raoul