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In case it's useful for anyone else, I found that in order to set the startFrame from code, the constant had to be a value between 0 and 1. e.g....
The above code didn't quite work for me, because it doesn't recurse through the tree, so I've extended it. It also shows parameters used by in...
When I click on a marker, the first time it (sometimes) shows a road type, but after that it doesn't. If I use the debug inspector, I can see the...
Yes, the terrain has zero detail resolution because we don't use the detail feature. I can fix it by changing it to non-zero, but I thought I...
Another issue I encountered on the beta v3.3 b2. If you have a terrain with detail resolution of 0, Easyroads undo can cause issues with it. I was...
Hi Raoul, I'm on beta v3.3 b2. Sometimes the gameobject name of the road changes. [ATTACH] In this instance, the gameObject name should be...
@henriksc In my experience, this is generally caused by a custom or third party script that, while importing, triggers a reimport. (I'm also using...
To autoplay after compiling, with a menu item toggling on/off, try this code in an editor folder. (tested on Unity 2019.4). It also enters...
I had a custom editor script which in the OnEnable was calculating some values to save, and setting the prefab dirty. This was fine on 2018.4 but...
Actually, I think we might have disabled the mesh colliders on the intersections for runtime performance - that might explain it. I'll try...
Hi Raoul Often we prefer not to have any terrains loaded while we're editing the road scene for performance. However, it seems that it is not...
Hi Raoul Sometimes we get the following exceptions. It seems it occurs if we load some scenes containing terrains additively, and then load the...
Yes, that was it. Thanks!
Hi, I've got a keyboard related issue where holding W then Left Shift works correctly, but holding Left Shift then W does nothing. It is the same...
Hi Tom On the TerrainScene example, I'm getting odd results in 8 layer mode on 2018.3.1 Here's 4 layers in first pass:[ATTACH] Here's 8 layer in...
Hi Raoul Our meshes are all in the scene file. We use the scripting API to access road positions, but don't generate roads at runtime. We're...
Hi Raoul I'm having an issue where some meshes aren't getting destroyed by EasyRoads when I change the scene at runtime. For instance, if I...
I think there's a bug in touchBendingCollision. In OnTriggerExit, temp is changed but not written back to the touches array, so "left" never gets...
Is line 304 of ResamplingService.cs missing the "/ contrib.wsum" ? It looks like it should be output[c][k, i] =...
Thanks for your fast response. We haven't been modifying the roads recently so it seems to be when opening a scene. Refresh Road Network does not...