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City Generator

Discussion in 'Assets and Asset Store' started by wireddev, Nov 10, 2014.

  1. Linus

    Linus

    Joined:
    Feb 22, 2012
    Posts:
    112
    That explains why my layers and tags was reset.
    I thought it was because of the warning posted below.

    A word of warning when epxerimenting. If the only asset you have active to spawn is Low probaility, and you try to generate a huge area. Unity will spike to use 13 GB of RAM. I knew it as soon as I hit the generate button, but something to be aware of. Perhaps it would eventally finnish, but I contrl alt deleted it after a few miutes
     
  2. hopeful

    hopeful

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    Nov 20, 2013
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    I'm guessing you've figured out what to do, but just in case someone else needs the info ...

    It IS possible to import a complete project asset into a project you already have underway, but it takes some care on your part. When you've started the import and Unity puts up the list of files it's going to add, go through that list by hand and uncheck the ones that are going to overwrite your project settings.

    Then, if you've done this successfully, there can be one more catch. If the plugin was requiring something to be set in the project settings in order for it to function, you'll need to address that yourself.

    Of the few plugins I've had that were packaged as complete projects, most of them had special project settings primarily to get the demo to run. This may involve some input settings, or tabs and labels, etc. Usually you can figure this out pretty easily and get the plugin imported into your main project, and working.

    My general approach is to load a complete project into its own project the first time around, to see what it's doing. Then I might give it a try in a test project with other stuff. If all goes well there, I might bring it (portions of it) into my main project.
     
  3. Linus

    Linus

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    Feb 22, 2012
    Posts:
    112
    Yeah I should have used my brain and checked. Guess I just did not expect this pack to be "complete" project. You defnitly have a good rule regarding loading into a nother project first.
     
  4. novaVision

    novaVision

    Joined:
    Nov 9, 2014
    Posts:
    491
    Hello,
    I got 2 questions about the asset:
    1. Can I setup traffic paths to existing road not adding your roads?
    2. Can I add custom animated 3D characters with their own navigation system? I want traffic objects stop when my characters came to crosswalk to across the road. Is it possible?
     
  5. IdrilKalean

    IdrilKalean

    Joined:
    Dec 7, 2015
    Posts:
    9
  6. Mad_Mark

    Mad_Mark

    Joined:
    Oct 30, 2014
    Posts:
    482
    What is going on? The city generator is doing absolutely nothing?
    Rather than spending hours building roads, then generating a city I decided to mock up a test level. Empty scene, added one 500 x 500 terrain. Popped in 3x5 grid of ClearZone prefabs. Added 4 cubes of various sizes, added the CityGeneratorAsset script to each, and made them prefabs in the Active folder. Click on the generate button and wait. Nothing happens on screen, but it sure does gobble up the memory.

    Options in the City Generator script are:
    City Width 490 x 490.
    City Ground 0
    Block MinW 10
    Block MaxW 50
    StreetW 20 (same as clearzone)
    AdvPack on (made no difference)
    GroundObj = Terrain (also tried blank)
    Terrain = Terrain
    Align Rot on
    Deform off
    Use Raods as Clear on (tried off)
    Clearzone offset 0-10-0

    Help?
    Mark
     
  7. IdrilKalean

    IdrilKalean

    Joined:
    Dec 7, 2015
    Posts:
    9
    just try :
    terrain, prefab with clear zone script and clear zones, etc... (don't have the road tool so only city generator ;)).

    1) new terrain
    http://s22.postimg.org/vyy10at29/Capture_d_cran_2016_01_18_08_48_13.png

    2) City generator option, position for my city generator, clear zones, and prefab with collision, options and add my terrain to the script

    http://s22.postimg.org/4j4d4ytgh/Capture_d_cran_2016_01_18_08_48_22.png

    3) generate and result

    http://s22.postimg.org/of0ckiaht/Capture_d_cran_2016_01_18_08_48_39.png

    http://s22.postimg.org/c1nidlktd/Capture_d_cran_2016_01_18_08_48_53.png

    and result with your setting :

    http://s22.postimg.org/81q0c7q1t/Capture_d_cran_2016_01_18_09_03_16.png
     
    Last edited: Jan 18, 2016
  8. Mad_Mark

    Mad_Mark

    Joined:
    Oct 30, 2014
    Posts:
    482
    Turns out it was the project settings being overwritten when adding another "complete project". THAT is annoying. Now I have to go through every single aspect of my project yet again, and make sure that re-importing this asset didn't break something else's dependency on some unknown project setting... Authors, stop submitting your add-on as a complete project when we are not _buying_ it as a complete project. If your tool has project setting requirements and dependencies, do your due diligence and document them, please.

    Mark
     
  9. Mad_Mark

    Mad_Mark

    Joined:
    Oct 30, 2014
    Posts:
    482
    So now that CityGenerator creates the desired buildings, why is it overlapping them? Isn't it supposed to be laying them out so that they DON'T overlap? Isn't that the purpose? I have a low building, a medium building and a high building all occupying the same space. Actually, LOTS of them!

    Mark
     
  10. IdrilKalean

    IdrilKalean

    Joined:
    Dec 7, 2015
    Posts:
    9
    city generator it's only 4 files scripts. if you add to other "just scripts" or if you don't use the path for the prefab. you need add path for the building in one script.. search : DirActiveAssets... if think you need change in this for use with your path.

    for low, high, medium building need add script to your prefab : city generator asset. and choice high, medium, low. after with the script generator you can choice de frequency for this.

    with city generator you create "blocks of houses"... CHANGE "BLOCK WITH" MIN and MAX. exemple put 1 on max and min and try ;).
     
  11. hopeful

    hopeful

    Joined:
    Nov 20, 2013
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    Agreed. People don't seem to understand the problems with Complete Projects. I wish Unity would do away with the category altogether and thereby force store devs to write their projects in a manner which is compatible with other plugins.
     
  12. crafTDev

    crafTDev

    Joined:
    Nov 5, 2008
    Posts:
    1,818
    Hey @wireddev,

    Is this still being supported? Haven't seen an update in a while.

    Thanks,
    jrDev
     
  13. hopeful

    hopeful

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    Nov 20, 2013
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    You may need to send an email to their support site to get an answer.