Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

World Building EasyRoads3D v3 - the upcoming new road system

Discussion in 'Tools In Progress' started by raoul, Feb 19, 2014.

  1. pokruchin

    pokruchin

    Joined:
    Apr 24, 2019
    Posts:
    38
    Hello again Raoul! I have an issue with terrain deformation. Firstly terrains deformation stopped working only for roads of my custom road type (standard road types used to deform terrains). After a few attempts to build terrains again even standard road types stopped deform terrains too. There are also errors in the console. And of course "Terrain deformation" checkboxes are checked for road types and for all instances. Turning off and on "Terrain deformation" checkboxes not changing anything. Reloading Unity didn't help. I have a multiple terrains setup in the scene (256 terrains). EasyRoads v3.1.9f4 Снимок экрана (5).png
     
  2. CityGen3D

    CityGen3D

    Joined:
    Nov 23, 2012
    Posts:
    680
    Are your terrains in a custom layer? If so try Default layer.
    It's probably not the reason here, but it did help me when I ran into this error message so thought I'd mention it, just in case.
     
  3. pokruchin

    pokruchin

    Joined:
    Apr 24, 2019
    Posts:
    38
    Terrains are on a custom layer, yes. But switching it to a default one didn't help unfortunately. Anyways thanks for a suggestion!
     
    CityGen3D likes this.
  4. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    6,613
    Hi pokruchin,

    The error is thrown by EasyRoads3D and is indeed related to the terrain heightmap failing to update. It is probably unrelated to road types, custom or standard.

    Did something change to the terrain setup? What are the terrain specs, especially the heightmap resolution? Does this happen for all terrains? If not, can you see a difference in the terrain setup with those terrains that update well?

    Thanks,
    Raoul
     
  5. pokruchin

    pokruchin

    Joined:
    Apr 24, 2019
    Posts:
    38
    The interesting thing is that it used to work before. Terrains setup wasn't changed. The only thing is changed since I used terrains deformation option is that I moved my project from OSX to PC and reimported all assets. I can't even give you more details because there is no such...

    Specs: Width/Height - 937.5, Height - 1000, Heightmap res - 1025x1025, control and base texture resolutions 256x256. All terrains have these specs.
     
  6. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    6,613
    The heightmap res corresponds to the data in the error message.

    In the past there have been similar issues reported which were related to a terrain tool locking the heightmap. Are you using a terrain tool with this feature (usually optional) enabled?

    Did this indeed start to happen right after moving the project from OSX to PC? Is there some way to refresh the terrains? Or for example remove a terrain tile (please backup the scene first when using a terrain tool) for which the error is thrown and drop this tile in the scene again from the project folder. Is the error still thrown for that terrain tile?

    Otherwise we will debug this on your end, I will send some builds that will output more info.

    Thanks,
    Raoul
     
  7. pokruchin

    pokruchin

    Joined:
    Apr 24, 2019
    Posts:
    38
    There is Gaia Pro in my project but these terrains were generated manually and after that I used my custom script to set needed heights for these terrains. So I haven't even heard about tools that can lock heightmaps. Also I made a backup of all my terrains using EasyRoads tool.

    I can't tell that moving project is the reason because I haven't used terrain deformation for 1-2 weeks already. It may be the reason but I can't tell for sure.

    I made an experiment. I made a new scene in this project. Put there one random terrain (the one from those terrains).Added a new road network there. It asked if I need to back up my terrain. I clicked yes. After that I created my custom road and I got the same error. I checked "Selected roads only". Nothing changed. After that I put a standard road (Motorway 2x2) and unchecked "Selected roads only". Nothing changed, terrain deformation not working. And after that I check "Selected roads only" (Motorway 2x2 was selected) and terrain deformation was applied to this road successfully.

    With selected roads only and Motorway 2x2:
    Снимок экрана (11).png Снимок экрана (12).png

    With unchecked selected roads only:
    Снимок экрана (13).png
     
  8. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    6,613
    From the info it comes across as if this is custom road types related. Terrain deformation for custom and built-in road types works in the same way and there are no known issues with that, so it is hard to give direct feedback on that at this point.

    What happens in a scene with only built-in road types and keeping "Selected roads only" unchecked. Does that work? if so, do you have more custom road types and does this happen with all custom road types?

    Thanks,
    Raoul
     
  9. ciorbyn

    ciorbyn

    Joined:
    Oct 17, 2013
    Posts:
    135
    I'm trying to create an intersection on an existing track but also if I press Shift + Left Mouse Button nothing happens.
    Unless something has changed... but no blue circle appears.

    Minute 1:22

     
  10. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    6,613
    Hi ciorbyn,

    Just to double check first, this video is v3.3 alpha.

    Also, this new method to create roads and auto insert crossings does require road types. It will not work when

    In that case, indeed the first thing that should happen when pressing Shift + Left Mouse Button on the existing road is that a blue circle will appear. That means that a new road will be created when moving away from the road. This should work fine.

    Thanks,
    Raoul
     
  11. ciorbyn

    ciorbyn

    Joined:
    Oct 17, 2013
    Posts:
    135
    Oh ok, this explains everything ... I am using version 3.1.9, so obviously it is missing.
    :confused:

    Thanks.
     
  12. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    6,613
    The v3.3 alpha is available on our website,

    https://easyroads3d.com/v3alpha.php

    Thanks,
    Raoul
     
  13. ciorbyn

    ciorbyn

    Joined:
    Oct 17, 2013
    Posts:
    135
    I haven't downloaded it yet because of the alpha version, but looking at the video I think it could solve many of my needs .. I try to download it to see how it works.
     
    Last edited: Jun 15, 2020
    raoul likes this.
  14. claudius_I

    claudius_I

    Joined:
    May 28, 2017
    Posts:
    247
    hello
    i installed EasyRoads3D Pro v3 (lasted store asset version in Unity 2018.4.21) and i can't import side Object
    this error appears
     

    Attached Files:

  15. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    6,613
    Hello claudius_I,

    Looking at the error this probably already happens when pressing the Side Objects tab, is that correct?

    It is strange though, It seems it can only be related to Terrain.terrainData being null or terrain.terrainData.treePrototypes which generally is not the case. Or could that be the problem in your scene? How many terrain objects do you have in the scene and are they all functional?

    Does this only happen in this partcular scene?

    Thanks,
    Raoul
     
  16. BettoSan

    BettoSan

    Joined:
    Dec 7, 2017
    Posts:
    57
    Transform your mesh into an FBX:
     
  17. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    6,613
    Hi NorbertoSanders,

    That looks like a useful tool :)

    With regard to EasyRoads3D:

    This situation is related to Unity storing dynamically generated meshes in the scene file (the roads and possibly side objects in this case) while Unity prefabs require the mesh asset to be physically present in the asset folder.

    There is a quick way to do that inside EasyRoads3D, ideally before finalizing:

    In Build Mode > "Store Mesh Assets in Project Folder" button

    Or, also useful if you want to keep the road editable

    1. Open both scenes in the hierarchy
    2. Drag the road from one scene to the other
    3. Only save the target scene

    Thanks,
    Raoul
     
  18. Dapeos

    Dapeos

    Joined:
    Jun 27, 2013
    Posts:
    28
    Hi Raoul,
    First let me say God bless you for taking on this task and supporting your product.
    I purchased EasyRoads3d and the HD add-on yesterday as a more road specific alternate to curvy which I have been using.

    However I have a some issues I need sorted before I can.
    First two issues are giving me a hard stop the other 6 would just be nice to know.
    I am using 2019.4.0F1 (LTS)

    *1. When I click "Export Road Network Geometry" it creates the .obj file. However when I drag the Obj file back into the scene the Road normals are flipped. making the road only visible only from the bottom. I also tried clicking "Flip Nomals" before building which does flip the normals in Road Network but when exporting I get the same results. I can import into blender and flip the normals and re-import but as you add side objects this becomes a huge hassle when I probably am just missing something.

    *2. The Exported Road Network Geometry includes a named material however its always just a standard shader with no textures etc, am I missing a check box or something? I am using the Builtin Render Pipeline in this example if it matters.

    3. When I click "Store mesh Assets in Project Folder". I get "EndLayoutGroup: BeginLayoutGroup must be called first. UnityEngine.GUIUtility.ProcessEvent(Int32, IntPrt). However it does create a folder under Scene Meshes with the .asset file. So I am assuming I can just ignore this GUI error?

    4. Wondering if you have URP compatible shaders available for the Shaders used in the Demo Project, (ER Blend UV4, ER Road Decal Splat Blend, etc)? I found the NatureManufacture URP shaders which work but are limited and do not cover all many of the scenarios shown in the demo scene.

    5. When I open the Demo Project Scene and add the NatureManufacture Road Presets they show up when creating a new Road. They also show up in the configuration tab. However if I click on an existing node in the Demo Project they are not present as a possible Road Type to choose only the 18 original types. Are they just not compatible or do I need to refresh this list somehow?

    6. When adding side objects like Bridge Pillar 01. Is there a way to to change the height of the Side Object? For say a very large ravine? Or would I create a Custom Side Object with a larger Mesh?

    7. For the Walls side Objects is there a way to put it on the opposite side? For example Coast Rock Wall runs along the Left side what if I wanted it on both sides? Would I duplicate the Side Object and then customize that side object?

    8. My actual project is a Dots project which does not support Terrain however the plan was to export the terrain to FBX and load it as an entity. Wondering if anyone has gone down this road and if there is anything I of interest before going this direction.

    I am okay with using a specific version of Unity as I need to need to package up what is built anyhow to be imported to my main project.

    Thank You,
    Marc
     

    Attached Files:

  19. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    6,613
    Hi Marc,

    I will go through each point

    Unity requires a specific mesh setup while "Export Road Network Geometry" was initially optimized for how we used it in an external modelling app. But this should result in the road network being rotated in Unity rather then the normals being flipped. I will check this.

    But if this is intended to be used inside Unity then it is recommended to use "Store Mesh Assets in Project Folder" which you also mention in *3. here below

    Is this also related to using the road network as a ready to use prefab in Unity? In that case the same applies, as in *1. "Store mesh Assets in Project Folder"

    That message is more Unity UI related, it is probably thrown at the end after all mesh assets have been saved to the project folder. I will check that, but it should not affect the results.

    These shaders are indeed part of the additional demo package and are more intended as examples of how additional mesh data options like secondary UV sets can be used in shaders.

    For v3.3 features more advanced shaders are being made at the moment. HD RP and URP versions of the "ER Road Transparency" shader, which supports blending with the terrain at the start / end of the road, are also done. Are you especially interested in the "ER Blend UV4" and "ER Road Decal Splat Blend" shaders? These can be added too.

    The crossing prefabs in the HD Roads package are based on imported meshes because they have a more complex vertex setup also with vertex colors which is required for the texture blending and line markings in the corners. As a result the road type shape setup is also different. The shape is based on a three node setup. Built-in crossings and the crossings in the demo package are based on a two node shape setup, one on the left and one on the right side of the road. That is why the HD Roads road type do not appear in the road types list for roads that are connected to crossings. Matching shapes between roads and crossing connections are crucial except for I Connectors.

    So a two node road shape can connect to, in this case, a three node road shape by putting an I Connector in between the two. The road shape will be preserved.

    The Flex Connector in v3.3 does support custom road shapes including a three node shape. v3.3 is available in alpha builds on our website.

    The pillars for bridge example are indeed prefabs that do not adapt to the height between the bridge and terrain. This is something that is being worked on for v3.2 but in the meantime please use matching prefabs for your situation.

    That is indeed how to do this in v3.1. But in v3.2 a single side object can be used for both the left and right side of the road. V3.2 is not far from release, the beta package is part of the asset store import as a separate package. v3.2 is all about new side object features including auto generated side objects based on rules. The package includes a demo scene with examples of this.

    At the moment I cannot help with DOTS yet, so I am not sure what the best terrain solution is.

    Let me know if you have further questions!

    Thanks,
    Raoul
     
  20. Dapeos

    Dapeos

    Joined:
    Jun 27, 2013
    Posts:
    28
    Hi Raoul,
    Thanks for the prompt responses, very helpful! Below are just some notes that may be helpful to you but don't feel obligated to respond as I am able to move forward.

    Looking forward to the URP shaders as with out them the great collection of road types from the demo project are all going to be pink when using URP. But I understand rewriting all the HLSL is a job and the demo scene are extra freebies anyhow.

    Thanks for the detailed response with regards to the road type compatibility, makes sense.

    With regards to side objects I imported the 3.2 beta included in the download and will give it a try.

    Regarding exporting and saving the meshes here is what I found.

    When using "Store Mesh Assets in Project Folder", I sometimes run into "EasyRoads3Dv3 Error: No Valid Scene name found, please contact us. Scene name: Test2" also see it if scene name is "wtf"
    However if I change the scene name to something like "EverythingsOkay" or "WhatIsWrongWithThisName" it works. Not sure what the no nos are when is comes to scene names but if you know let me know.

    After successfully doing this I do get a .asset file under Scene Meshes. If I drag it into a scene and apply the mat everything works as expected.

    If I go to the Road tab and click "Export Object" and choose Unity from the dialog everything works as expected except that the embedded material is generic. This is fine as I can just apply the original material.

    However if from the Build Settings I click "Export Road Network Geometry" the resulting .obj file had the issue of only being able to see the road from underneath. However this is only an issue if the Track isn't Closed. If it is closed then the mesh is fine. Same with some of the side objects. If the Mesh isn't closed the side object meshes are inside out. However I am able to get around this by using the specific Export Object button for a specific Side object in the Build Tab.

    Keep up the great work!


    Thanks,
    Marc
     
  21. ChrisBng

    ChrisBng

    Joined:
    May 29, 2020
    Posts:
    7
    upload_2020-6-24_6-24-21.png

    upload_2020-6-24_6-35-39.png

    Hi Raoul,

    I'm currently trying to build a highspeed railroad track and ran across some issues with getting mesh objects and shape objects to align.

    First, here is what I want to do:
    • A concrete bed that repeats every 6.5 meters. The bed is 2.56 meters wide and 0.15 meters thick
    • A pair of fixtures that repeats every 0.65 meters or 10x within the bed
    • Both of them need to line up even after tens of throusands meters of track

    So here is what I tried:
    • The fixtures are done via the side object system as mesh and have a distance between objects of 0.65
    • The bed I first tried as shape object:
      • Shape with four points at [-1.28, -0.05] [-1.28, 0.1] [1.28, 0.1] [1.28, -0.05]
      • UV tiling set to 0.44 - Took me quite some time to figure this out. Apparently the formula is "Tile repeat in meters" divided by "Total length of all shape segments". So in my case 6.5/(0.15+2.56+0.15)=0.44
    • The second test was done with the bed built as road
      • Nodes set as before
      • The UV tiling set to somewhere around 1.32 - here I haven't been able to figure out why and din't manage to get it to align properly, so I used the tiling in the shader and set it to 0.7682

    So now the actual problem:
    • As soon as put some curves into the track, the fixtures and the bed run out of sync. To me it looks like the mesh object repeat and the UV calculation for the shape are using a slightly different base algorithm.
    upload_2020-6-24_7-9-28.png

    By the way, it would be awesome if you could put something into the docs explaining on how to arrive at the correct UV tiling. I assume changing it to an actual factor in meters would break a lot of existing scenes ;)

    Thanks
    Chris
     

    Attached Files:

  22. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    6,613
    I will make a note to look into these specific demo scene shaders for URP and HD RP.

    The scene name is used to specify the folder and asset name. Looking at the code it expects a scene name larger then 6 characters to be returned. This is perhaps related to the ".unity" extension being included in the scene name which is perhaps not the case in 2019.4.0F1. I will check this.

    These mesh assets in the project folder should be assigned automatically to the road objects in scene replacing the mesh stored in the scene file.

    Yes, exporting individual road objects and side objects does work differently, offering more options. I will check "Export Road Network Geometry" and see if these flipped normals can be recreated, thank you for reporting that!

    Thanks,
    Raoul
     
  23. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    6,613
    Hi ChrisBng,

    Unfortunately it is not possible to provide quick feedback on this. I will have to test this.

    So the problem is that whether you create the bed built as a "road" or as a Shape type of side object the texture is not in sync with the fixtures after curves?

    It does sound strange because the uvs are calculated based on distance over the center of the spline shape, so curves should not have an affect on this.

    Have you tried the procedural side object type for the bed? This does not involve UV calculation, it will simply repeat the input source mesh as it is.

    I will do some tests anyway today.

    Thanks,
    Raoul
     
  24. joanpescador

    joanpescador

    Joined:
    Dec 21, 2016
    Posts:
    122
    Hi everybody, hi Raoul.
    If I understand correctly, when you have "terrain rock overlay" on one side and a "retain wall" on the other, when the road turns around the mountain and the wall pass to be on the opposite side, you have to create a new section of road and change the side objects position, right?
    You cannot set the "dual sided" option and wait for the application to recognize which side the mountain is on. Right?
    If so, what a great feature it would be that for a future version, isn't it? ;)
    Regards,
    Joan
     

    Attached Files:

  25. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    6,613
    Hi Joan,

    Since you mention ""dual sided", you do have the v3.2 beta imported, is that right?

    v3.2 does support auto generated side objects based on rules, but not yet for the example you gave involving the "terrain rock overlay" which is intended for areas where the terrain on that side of the road is actually higher above the road. This will follow later in v3.2.

    But this does already work in v3.2 in the way you describe for Retaining Wall type of side objects where the terrain is lower then the road. That works at both sides of the road. This option is available for side objects in the "Walls" tab, there is a "Retaining Wall" checkbox. Options will be available for auto generating this side objects depending on the terrain profile. The main control here is "Terrain Threshold Height" with Min Max values. This side object will be auto generated when the height differences is larger then the Min value and less then the Max values. The Max value is relevant when no other Retaining Wall side objects are active for this road that better match the profile.



    Thanks,
    Raoul
     
    Last edited: Jun 24, 2020
    Bartolomeus755 likes this.
  26. ChrisBng

    ChrisBng

    Joined:
    May 29, 2020
    Posts:
    7
    Hi Raoul, thanks for looking into this, and yes your summary is correct.

    Great idea - just tried this with a mesh exactly 6.5 meters long, and first had similar results than before. Then I checked the mesh and noticed that it seemed to stretch when I changed the track. And the exact moment the total length of the track was a multiple of 6.5 meters it suddenly worked :D

    Well, guess what - the same trick also works for sideObject shapes and the road itself - as soon as the total length is a multiple of 6.5 meters (or whatever your intended tiling is) it works flawlessly.

    So this is definitely a workaround - even though not a very elegant one ;)

    Thanks
    Chris
     
  27. ChrisBng

    ChrisBng

    Joined:
    May 29, 2020
    Posts:
    7
    Uh, that with "not being in sync after curves" seems to be a red hering - I can reproduce the problem even with a single straight line. Just never used such a long one before :D But as said, as soon as the line is a multiple of the tiling length everything is fine.

    Cheers
    Chris
     
  28. TurboHermit

    TurboHermit

    Joined:
    Dec 20, 2011
    Posts:
    40
    Hey there! We bought EasyRoads to check out if it's a right fit for our project.

    We're building a big open world game with a multi scene workflow, to segment our work and prevent overlap and source control conflict. This means we have a lot of separated terrains and scenes (200+) and multiple of those scenes open (additive) at a time.

    So far we've tried a couple of different setups but encountered some issues:
    • A road network per scene. Doesn't allow multiple scenes with road networks to be open and road networks are not able to connect to each other.
    • A single road network in a "master" type scene. This seems to work on multiple terrains over multiple scenes, but becomes heavy to load and edit when hundreds of roads have been added. Also it's not great for source control, if somebody edited a road in the western part of the world, it can create conflicts with edits on the eastern part of the world, since the system is in the same scene.
    Most of this is not a problem for runtime, since we can do some automation after finalizing the terrain to cut up the meshes and place them in their respective scenes, but in terms of workflow this is a bit of a dealbreaker.

    Is there any setup that could avoid these problems? Is there some sort of multi scene support for the systems in general? If not, do you have any advice for multi scene open world development using your tool?
     
  29. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    6,613
    Hi Chris,

    Sorry, that is actually correct, procedural side objects are sized so they fit exactly along the full path.

    And that could also very well be what causes the problem with Shape type of side objects. I cannot test this at the moment, I will try later, but is "Clamp UVs" toggled on in the Shape Editor window? I belief that has a similar result.

    [Edit] That is actually "Clamp V" in the Inspector itself, not "Clamp UVs" in the Shape Editor window

    Thanks,
    Raoul
     
    Last edited: Jun 24, 2020
  30. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    6,613
    Hi TurboHermit,

    Indeed only one road network object can exist.

    There is no reference of the road objects and crossings in the road network object itself. Have you tried storing scene specific road objects and crossings in that scene and move them to the road network object inside the Unity editor when working on that scene? I guess this processes could be scripted.

    Roads that cross terrain tiles need more attention. Usually this is dealt with using I Connectors placed on terrain tile edges. This too could be automated, in this case through the scripting API by finding those roads that cross terrain tiles. And by finding the road position where the road crosses terrain tiles. This can be done by going through the spline points.

    Thanks,
    Raoul
     
  31. TurboHermit

    TurboHermit

    Joined:
    Dec 20, 2011
    Posts:
    40
    I don't entirely understand that first part. Would that constitute taking out the network's children (the actual roads) and storing them in a scene, then adding them back to the network when wanting to edit them? Seems like hassle, automated or not.
     
  32. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    6,613
    Yes, it is fairly simple when automated. If a single road network is too large and ideally you like to have road networks across different terrain tile / scenes, then this has to be managed one way or another anyway.

    Our projects do not involve large worlds so from our end this has no priority. But optimizes for this are on the list and we can give it higher priority if there is demand. So if you have suggestions please let us know.

    Regarding supporting multiple road networks, how would that work when roads, crossings connect across road networks and these road networks are stored in different scenes?

    Thanks,
    Raoul
     
  33. TurboHermit

    TurboHermit

    Joined:
    Dec 20, 2011
    Posts:
    40
    I think easy multi scene management would be a golden addition, if there's any demand for it. I can imagine people needing proper roads in an big open world game right? I can't be the first haha!

    The current architecture doesn't seem fit for supporting multi scene networks without a major overhaul. Maybe something like each system handling their stuff individually, but having an "autoconnect" function for roads of other networks that are near their end nodes? To be fair I haven't looked much at how you currently handle storing roads and what kind of requirements systems have, since we don't really use any of the realtime API stuff.

    We'll probably steer towards a custom tool more fit to our requirements, but I do recommend polling interest in a feature like this! Cheers!
     
    designleviathan likes this.
  34. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    6,613
    Hi TurboHermit,

    Several people are using this in multi scene setups, it does come up now and then here on the forum as well. What I described is fairly easy to do. I will make a note to look into that.

    The API is not realtime only, it works in the Unity editor as well with existing road networks. It can be used for all sorts of things like what we are currently discussing but also for example to add your own editor tools for road editing. In several ways the user is not limited to what is provided built-in.

    Thanks,
    Raoul
     
  35. BettoSan

    BettoSan

    Joined:
    Dec 7, 2017
    Posts:
    57
    I had this same problem with version 2019.3. Everything was working and suddenly everything stopped. I can't believe it was just that !!! I reinstalled five times. Windows> Layouts> Default. And everything came back.
     
  36. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    6,613
    Hi NorbertoSanders,

    Yes, it is a strange issue that can occur in recent Unity versions. A user send us a project and indeed the same happened on our end with this project, Shift + Click not adding markers. It is related to Unity events no longer being fired in OnSceneGUI. Based on the feedback, resetting the editor layout the way you describe so far always fixed the problem. So there is at least a fix for it.

    We sent a repro project to Unity and discussed this with the Unity QA team. They confirmed the issue but they say it is hard to fix without knowing what triggers this situation. If any of you run into this and figures out a way to recreate it, that would be very useful info if you could share that.

    Thanks,
    Raoul
     
  37. ChrisBng

    ChrisBng

    Joined:
    May 29, 2020
    Posts:
    7
    Hi Raoul,

    just tested the ClampV option on and off and it does do something, but somehow not the "right" thing ;) Just noticed something else: the "end offset" does unlike the "start offset" not work for me, maybe that's somehow related.

    Thanks
    Chris
     
  38. joanpescador

    joanpescador

    Joined:
    Dec 21, 2016
    Posts:
    122
    Thanks Raoul.
    I have been trying Retaining Wall and Terrain Trheshold Height but this way you have the same texture in both side of the road. Is that correct?

    What I'm looking for exactly what you have in the demo scene:

    Mountain Road
    Rock wall
    Guard Rail Rock
    Terrain Rock Overlay.

    As you said, have to assume that this configuration cannot be created in Auto Generate. Correct?

    I have even tried import Mountain Road as Road Type but does not recognize "road type data" (dieferent version?).

    Any sugestion about the best way to reproduce exactly the same road and side objects in a huge scenario with hundreds of real kilometres of very steep mountains?

    Unity 2019.3.10f1
    Render pipe line: URP
    ER: v3.2.0b4 - Unity 2019.3
    Terrain: Real World Terrain v4.5.1
     
  39. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    6,613
    Hi Chris,

    I quickly checked "Clamp V" yesterday, it had the expected results but I didn't test it yet in the way you are using this where the texture tiling of the Shape type of side object should match the position of other spawned side objects. Since you mention that this is still not working I will test that as well.

    Regarding the End Offset, on which marker are you changing this? The last section (End Offset) is associated with the second last marker.

    Thanks,
    Raoul
     
  40. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    6,613
    Hi Joan,

    "Dual Sided" side objects will use the same material on the right and left of the road but the side object will either be mirrored or 180 degree rotated depending on the type of side object and the selected method.

    All side object examples in the demo package are auto generated on both the left and right side of the road based on the terrain profile. That is the setup in the included demo scene.

    "Auto generate" is an option in the Side Object settings itself. It is optional for road types where this side object is auto activated. And it is option for individual road objects in the scene. The default status of the road object in the scene depends on the status of the other two.

    What are the exact step you took here and what do you mean with not recognizing "road type data"?

    The mountain road in the main v3 demo scene is only a road type. It does not have any side objects auto activated. This was done manually for the specific road object itself.

    In v3.1 this is a manual process of activating the side object per section where it is required. In v3.2 this can be automated in the way we are discussing here. As mentioned in my previous reply, this does not work yet in the situation where "Terrain Rock Overlay" would be relevant, the terrain is higher then the road at that position.

    Thanks,
    Raoul
     
  41. ChrisBng

    ChrisBng

    Joined:
    May 29, 2020
    Posts:
    7
    Hi Raoul,

    my bad - if I use the second last marker it works fine. When selecting the last one, the field is even turned off. So I wondered how I got this wrong in the first place :D Looks like when creating a path, the last marker is selected, but the "end offset" field is not yet disabled. So pretty much a non-issue, as long you don't do it my weird way ;)

    Thanks
    Chris
     
  42. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    6,613
    Hi Chris,

    Glad to hear the issue with End Offsets is resolved.

    I just tested the other problem with getting the bed and fixtures side objects aligned.

    You mentioned that the fixtures are Mesh type of side objects which is indeed recommended for this type of side objects. These objects are Instantiated based on the "Distance between Objects" value. But in v3.1 this distance is actually recalculated so the objects are distributed evenly from start to end over the full length taking into account start / end offsets. That is probably why the two side objects are not in sync.

    Upon request this behaviour was recently made optional through "Average by Road Length" just below "Distance between Objects". It is not part of v3.1 yet. I belief it is part of the latest v3.2 beta.

    This is the result on a 1km+ track based on a shape type of side object and a mesh type of side object. They are still in sync at the end.

    so-synch.jpg

    Thanks,
    Raoul
     
  43. maurosso

    maurosso

    Joined:
    Feb 19, 2017
    Posts:
    43
    Hi Raoul,
    I'm having an issue, where when selecting a marker, "Selected Marker" number info updates in the inspector, but the actual marker information is stuck on the previous marker. The way I've found to "make it" update, by selecting a marker, make a change, then click ctrl+z to reverse the change, which then updates the Inspector to the currently selected Marker. But it feels like a chore to work with.

    The video below shows the issue. I press ctrl+z on 0:43 and 0:55. The same issue on 2019.3 and 2019.4

     
  44. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    6,613
    Hi maurosso,

    What you describe is known to potentially happen when the Unity editor setup includes two Inspector windows. Is that the case? That also includes Inspector Tabs that are currently not open.

    Thanks,
    Raoul
     
  45. maurosso

    maurosso

    Joined:
    Feb 19, 2017
    Posts:
    43
    Hey,
    That was indeed the case. On one inspector window the markers update as they should, on the other, they are not. Thank you for the swift response :)
     
    raoul likes this.
  46. adndima

    adndima

    Joined:
    Jun 11, 2015
    Posts:
    47
    Good day to all. Guys please tell me how to solve the issue with a milty scene. Now the easy road does all the objects in one scene, but I need each scene to have its own part of the road
     
  47. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    6,613
    Hi adndima,

    This is actually discussed on this page with TurboHermit starting here, https://forum.unity.com/threads/eas...-new-road-system.229327/page-168#post-6017690

    In my last post I mentioned I will look into integrating this, certainly if there is indeed more demand for this :)

    Does that cover it? If not, what is your exact situation? Do roads cross terrains? If not, then you can have scene specific road networks. Or is this related to the final build only? In that case an editor script can be used to quickly move all objects to the specific scene based on the bounds of the road and the bounds of the terrain in that scene. If only one road is involved I Connectors at terrain edges can be used to split the road in scene specific sections. This option is available near the bottom in the marker section in the Inspector.

    Thanks,
    Raoul
     
    adndima likes this.
  48. Temka_193

    Temka_193

    Joined:
    Oct 24, 2015
    Posts:
    45
    Hello! Does this asset support the mesh? Or only works with terrain?
     
  49. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    6,613
    Hello Temka,

    Terrain meshes are supported in a way that laying out roads on the mesh is possible.

    General Settings > Scene Settings > Mesh Terrain slot

    Road markers will snap to the terrain height at that position.

    Adjusting the mesh according the road shape similar as what is done for the Unity terrain object is not supported. For gently rolling terrains it is possible to snap the road vertices to the terrain through the scripting API: ERRoad.SnapToTerrain(bool value).

    Thanks,
    Raoul
     
  50. maurosso

    maurosso

    Joined:
    Feb 19, 2017
    Posts:
    43
    Hi again raoul,
    While inserting and removing some markers to reposition the road, most of my markers switched to "No Terrain Deformation" on the marker level. Is there a quick way to switch all markers to use terrain deformation? Selecting all markers with Shift+Z and enabling the option works only on the selected marker. Toggeling terrain deformation on the road toggles it only on the unaffected markers.
     
    Last edited: Jun 26, 2020