Search Unity

  1. Megacity Metro Demo now available. Download now.
    Dismiss Notice
  2. Unity support for visionOS is now available. Learn more in our blog post.
    Dismiss Notice

World Building EasyRoads3D v3 - the upcoming new road system

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

  1. marcell123455

    marcell123455

    Joined:
    Jun 18, 2014
    Posts:
    274
    Yes, I have no roads in the scene, selected the road network>settings>Road type section and then clicked manage road types, selected the roadtypes, clicked remove. And yeah, nothing happens.

    Yes, the same happens when I use the provided concrete tunnel type

    I also feel like, when placing road markers with shift+click. That The road won't generate correctly sometimes when I keep holding shift when placing multiple markers.

    I also had a other but not replicatable bug that broke my whole test project, crashed unity, and made all side objects generate along the whole road, ignoring generation parameters. Just wanted to mention that.

    And I get a lot of "undo buffer cleared because it was full" error messages in the console when using easy roads in general.
     
    Last edited: Nov 25, 2020
  2. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    6,722
    Hi marcell123455,

    Project road types and the road types available in the current scene / road network are two different things.

    I am still missing the part where you confirm that you also removed the road type from the specific road network, please see my previous post. The road types are stored in the project folder so they can be accessed from other scenes. Each road network can have its own road types. That is what "Manage Project Road Types" does. Did you also remove the road type from the road network in the scene as described in my previous post? If not, then it will be added again to the list od project road types.

    Can you be more specific regarding shift + click not adding markers at the correct position? There are no known issues with this. It is based on raycasting, the marker will be added where the raycast hits the terrain.

    Also with regard to your other comments, please be specific. When an issue is not known full details are required to fix it :) When we report a bug to Unity they want the exact steps to reproduce it and ideally a project in which it can be easily reproduced. All I know at this point is that you do have an usual terrain setup, when larger worlds are involved people generally use a multi terrain setup. Can you recreate this issues for example in the provided small demo scene?

    Thanks,
    Raoul
     
    Last edited: Nov 26, 2020
  3. marcell123455

    marcell123455

    Joined:
    Jun 18, 2014
    Posts:
    274
    Ok, somehow when I tried to remove roadtypes, it wanted to remove prefabs from realistic car controller.no idea why, but i removed these prefabs and now removing works. Now the the placing marker problem. sometimes when I place multiple markers at a time without releasing the shift key I get this error:


    Code (CSharp):
    1. ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
    2. Parameter name: index
    3. System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) (at <9577ac7a62ef43179789031239ba8798>:0)
    4. System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <9577ac7a62ef43179789031239ba8798>:0)
    5. System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <9577ac7a62ef43179789031239ba8798>:0)
    6. EasyRoads3Dv3.ERModularRoad.OCQODOOOQQ (System.Boolean ignorePrefabAlignment, System.Boolean forceAutoRotate) (at <f8f947793d71411996d71f3e4c5e551e>:0)
    7. EasyRoads3Dv3.ERModularRoad.OQCCOODCOC (UnityEngine.Vector3 pos, System.Int32 selectedMarker) (at <f8f947793d71411996d71f3e4c5e551e>:0)
    8. EasyRoads3Dv3Editor.OQDOQODCDO.OnSceneGUI () (at <11cc78afe204437fbc14ddba7e7d4c8e>:0)
    9. System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <9577ac7a62ef43179789031239ba8798>:0)
    10. Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
    11. System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <9577ac7a62ef43179789031239ba8798>:0)
    12. System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <9577ac7a62ef43179789031239ba8798>:0)
    13. UnityEditor.SceneView.CallOnSceneGUI () (at <68af50843d0a45398c92799647332ec2>:0)
    14. UnityEditor.SceneView.HandleSelectionAndOnSceneGUI () (at <68af50843d0a45398c92799647332ec2>:0)
    15. UnityEditor.SceneView.OnGUI () (at <68af50843d0a45398c92799647332ec2>:0)
    16. System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <9577ac7a62ef43179789031239ba8798>:0)
    17. Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
    18. System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <9577ac7a62ef43179789031239ba8798>:0)
    19. System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <9577ac7a62ef43179789031239ba8798>:0)
    20. UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at <68af50843d0a45398c92799647332ec2>:0)
    21. UnityEditor.HostView.Invoke (System.String methodName) (at <68af50843d0a45398c92799647332ec2>:0)
    22. UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at <68af50843d0a45398c92799647332ec2>:0)
    23. UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect) (at <68af50843d0a45398c92799647332ec2>:0)
    24. UnityEditor.DockArea.OldOnGUI () (at <68af50843d0a45398c92799647332ec2>:0)
    25. UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <56474b4aa5ee4be8a067345b2ec36d81>:0)
    26. UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <56474b4aa5ee4be8a067345b2ec36d81>:0)
    27. UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <56474b4aa5ee4be8a067345b2ec36d81>:0)
    28. UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Boolean canAffectFocus) (at <56474b4aa5ee4be8a067345b2ec36d81>:0)
    29. UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUI (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus) (at <56474b4aa5ee4be8a067345b2ec36d81>:0)
    30. UnityEngine.UIElements.IMGUIContainer.HandleEvent (UnityEngine.UIElements.EventBase evt) (at <56474b4aa5ee4be8a067345b2ec36d81>:0)
    31. UnityEngine.UIElements.EventDispatchUtilities.PropagateEvent (UnityEngine.UIElements.EventBase evt) (at <56474b4aa5ee4be8a067345b2ec36d81>:0)
    32. UnityEngine.UIElements.MouseEventDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <56474b4aa5ee4be8a067345b2ec36d81>:0)
    33. UnityEngine.UIElements.EventDispatcher.ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, System.Boolean imguiEventIsInitiallyUsed) (at <56474b4aa5ee4be8a067345b2ec36d81>:0)
    34. UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <56474b4aa5ee4be8a067345b2ec36d81>:0)
    35. UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () (at <56474b4aa5ee4be8a067345b2ec36d81>:0)
    36. UnityEngine.UIElements.EventDispatcher.OpenGate () (at <56474b4aa5ee4be8a067345b2ec36d81>:0)
    37. UnityEngine.UIElements.EventDispatcherGate.Dispose () (at <56474b4aa5ee4be8a067345b2ec36d81>:0)
    38. UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <56474b4aa5ee4be8a067345b2ec36d81>:0)
    39. UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at <56474b4aa5ee4be8a067345b2ec36d81>:0)
    40. UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at <56474b4aa5ee4be8a067345b2ec36d81>:0)
    41. UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <56474b4aa5ee4be8a067345b2ec36d81>:0)
    42. UnityEngine.UIElements.UIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <56474b4aa5ee4be8a067345b2ec36d81>:0)
    43. UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <819de1aa368e45faa4f78e26c97c62b0>:0)
    44.  
     
  4. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    6,722
    Hi marcell123455,

    Adding markers is a very general procedure, that includes keeping the Shift key down while adding markers. We have done that many times and what you describe has never been reported before. Are these indeed the exact steps to reproduce the problem or can you refine it to a very specific situation where this error appears? How many markers can you add this way without issues and when does this error start to appear?

    Thanks,
    Raoul
     
  5. DromoDesigner

    DromoDesigner

    Joined:
    Mar 27, 2016
    Posts:
    73
    Hello, I'm using EasyRoads to make a city building game. The AI system in V3.3 Alpha is great. However, I also need pedestrians in the game.

    Is it possible for me to add a customised set of path nodes for pedestrians in the sidewalks
    for roads (this would be a different graph network to the one used by the cars). I need this to work when the player draws roads on the map.

    If it is possible, do you have any suggestions for how to do this?
     
  6. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    6,722
    Hi DromoDesigner,

    The focus at the moment is on releasing v3.2, but meanwhile v3.3 is also worked on. It includes new sidewalk features, sidewalks can be auto activated on roads and sidewalks on Flex Connector are also supported. Upon request access to sidewalk and crosswalk specific AI data will also be added.

    So this will be supported in v3.3, but you can always create your own implementation based on the v3.1 API options to get the road data from the left and right side of the road. This includes the sidewalks so the sidewalk node positions can be calculated based on the sidewalk width.

    Thanks,
    Raoul
     
  7. marcell123455

    marcell123455

    Joined:
    Jun 18, 2014
    Posts:
    274
    It seems like it´s happening when I create a new marker at the position where I clicked, but does sometimes not correctly select the new created marker. Then the penultimate marker is selected and when I try to set the next marker, this error appears.
     
  8. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    6,722
    Hi marcell123455,

    So a marker is selected, then you add a new marker which is created and the road updates, but the previously selected marker remains selected. Then you create another new marker and the error appears?

    Also for this situation, adding as new marker and this new marker not being selected is something that has never been reported before and it is not that this tool was released yesterday. It makes it hard to reproduce / isolate the situation. Can you recreate these issues in a new simple project? Is something interfering in your current project? Can you find a pattern that recreates the situation? How often does this happen when you add markers? Every 2 markers, every 5 markers?

    [Edit] based on your previous posts, is this v3.2 beta related, are for example auto generated side objects involved?

    Thanks,
    Raoul
     
    Last edited: Nov 26, 2020
  9. DromoDesigner

    DromoDesigner

    Joined:
    Mar 27, 2016
    Posts:
    73
    Hello - thank you for your reply. This really is a quality product, and I am enjoying using it!
     
    raoul likes this.
  10. marcell123455

    marcell123455

    Joined:
    Jun 18, 2014
    Posts:
    274
    Yes, this is how it happens. Yes I use the included beta package, and yes I the roads which give me this error use auto generated side objects. Can´t say how often this happens, feels random... i will do some test on terrains with lower resolution settings and write if it made a difference. I also have a other problem i didn´t mentioned before.

    I also bought the HD road extension and they are great! but the advanced road materials are invisible. Even if I import everything new in a new project.

    https://imgur.com/OtuslFs
     
  11. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    6,722
    Ok, so this could be v3.2 beta, auto generated side objects related. It is still hard to debug this from our end with the information we currently have. Can you explicitly recreate this by removing the last marker and add it again. in that case, would it be possible to email us the scene in that state? From your end, what you could try is build the roads without these side objects active, just to see if that eliminates this situation. The side objects can be reactivated at any time. What type of side objects are involved?

    Regarding the HDRoads package material, once again there are no known issues with the materials not being visible so there is no straight answer with the current information :(. Is the road network in Build Mode, what does the material itself look like in the project folder? What does it look like when adding for example a plane primitive to the scene clearly visible above the terrain with this material assigned? Are the materials visible in the demo scene?

    Thanks,
    Raoul
     
    Last edited: Nov 27, 2020
  12. marcell123455

    marcell123455

    Joined:
    Jun 18, 2014
    Posts:
    274
    It really seems like the first problem has something to do with the sideobjects. When I disable them when placing markers, I get no errors. I used a custom bridge,tunnel and the included guard rails as side objects.

    The road does not appear in edit and build mode. The Material is visible when I assign it to a simple plane. Huh seems like the demo scene is working...kind of

    https://imgur.com/OmxkaCc
    https://imgur.com/xLVAknW
    https://imgur.com/CU2aCTr
    https://imgur.com/CKUu2ps
     
  13. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    6,722
    Can the issue be isolated to one of these 3 side objects?

    If the material is visible on a plane primitive then what happens when you assign another material (not HD Roads) to that specific road?

    The bright material situation in some of the screenshots is covered in the Troubleshooting part in the PDF doc near the bottom. These materials are optimized for Lineair Color Space: Edit > Player Settings > Other Settings >Rendering . If you want to use Gamma then try lowering the ”Main Road Detail Albedo Power” to below 1.

    Thanks,
    Raoul
     
  14. marcell123455

    marcell123455

    Joined:
    Jun 18, 2014
    Posts:
    274
    Ok, only the NM_Asphalt_Double_Lines_Advanced material has this problem. After i ticked the "Ignore second road alpha" it became visible. but it still does not look correct.
    https://imgur.com/RR2NQjh

    I will test the sideobjects later and let you know then.
     
  15. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    6,722
    This is what I see after creating a road based on "NM_Asphalt_Double_Lines_Advanced"

    NM_Asphalt_Double_Lines_Advanced.jpg

    "Ignore second Road Alpha" is off by default. No second road maps are used on this material.

    Thanks,
    Raoul
     
  16. marcell123455

    marcell123455

    Joined:
    Jun 18, 2014
    Posts:
    274
    What is actually the difference between the normal and advanced roads? Maybe I don´t need them.
     
  17. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    6,722
    Please have a look at the assigned shaders.

    For example NM_Asphalt_Double_Lines uses the Unity standard shader, NM_Asphalt_Double_Lines_Advanced uses the in the package included Standard_Metalic_Road_Shader Parallax.

    Thanks,
    Raoul
     
  18. Deleted User

    Deleted User

    Guest

    When will version 3.3 beta be released? Because I want to try soon
     
  19. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    6,722
    Hi FGHC,

    v3.3 is released in alpha builds and available on our website, https://easyroads3d.com/v3alpha.php . Is there a specific reason why you ask for the v3.3 beta release? A beta version will soon be available after v3.2 is released.

    Thanks,\Raoul
     
    marcell123455 likes this.
  20. Andefob

    Andefob

    Joined:
    Sep 17, 2018
    Posts:
    99
    raoul likes this.
  21. Deleted User

    Deleted User

    Guest

    Because I want make complex intersections for a videogame soon
     
  22. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    6,722
    What type of complex intersections? Is this v3.3 Flex Connector related, this is available in the current alpha build.

    Thanks,
    Raoul
     
  23. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    6,722
    Looking good :)

    For anyone looking at this, this is runtime road creation using the included scripting API.

    Raoul
     
  24. theonerm2_unity

    theonerm2_unity

    Joined:
    Sep 7, 2018
    Posts:
    131
    I just can't use Easy Roads or something. Every time I try using it the terrain goes through the road. Even if I use flat terrain. I don't know what I'm doing wrong. I bought easy roads over a year ago and I paid $45.I've tried moving the nodes. But then it makes a different part of the road go through the terrain.
     
  25. keithsoulasa

    keithsoulasa

    Joined:
    Feb 15, 2012
    Posts:
    2,126
    I'm getting pink materials even after importing the hdrp package, any time idea why ?
     
  26. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    6,722
    Hi theonerm2_unity,

    The Troubleshooting page in the manual covers all terrainb related situatiions. have you checked that?

    Regarding the flat terrain, are the road markersd all at the terrain height or are some markers above the terrain? In that case, please check the first point:

    Please let me know if this and the other points mentioned do not solve the situation. And perhaps include some images that show the problem.

    Thanks,
    Raoul
     
  27. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    6,722
    Hello keithsoulasa,

    Which package do you have imported?

    Is this HD Roads package related? In that case, did you follow the instruction in the PDF documentation:
    Thanks,
    Raoul
     
  28. keithsoulasa

    keithsoulasa

    Joined:
    Feb 15, 2012
    Posts:
    2,126
    Yes, I'm actually getting pink for the Nature Manufactor Shaders from the HD Road Pack.

    Can I just change the shader to your HD shader to get this to work ?

    EDIT: Let me play with this today, overall I love the asset and the support

    Edit : Fixed !

    I had to manually reassign some shaders but it looks very nice now.

    However , it looks like some of the side objects, like fences aren't getting added automatically, please advise.
     
    Last edited: Nov 29, 2020
  29. marcell123455

    marcell123455

    Joined:
    Jun 18, 2014
    Posts:
    274
    Hi @raoul

    So far the small issues are no problem. I still have to test the side objects problem, however now I have a problem where i really don´t know what to do. I created my own custom intersection, added road connections etc. its a highway intersection. the problem is now the terrain editing besides the roads. The problem is: when I set the road network offset after terrain building to high I have big spaces at some points under my roads. when i set it to low the terrain easy clips through the road... is there a way to solve that? I already tried to set the areas for the terrain smoothening to the lowes possible but that doesn´t help.
    Thanks ;)

    Problem:
    https://imgur.com/CMtnGLC

    Terrain Settings:
    https://imgur.com/z7jVHOf
     
  30. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    6,722
    Hi keithsoulasa,

    Yes, manually reassigning will fix the problem probably well, but when these specific shaders are removed before the HDRP package is imported all should be good.

    In what way are fences not automatically added? Which exact side object is involved and what are the steps you take? At the moment the only thing I can think of is that "Default active state for each marker" is toggled off for this specific side object. It is an option in the Side Object Manager and for individual road objects (which initially inherits the setting in the Side Object Manager). Switching it of by default is useful when side object will generally only be active on a small number of markers sections. So the trick here is to actually enable it for these marker sections.

    Thanks,
    Raoul
     
  31. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    6,722
    Hi marcell123455,

    This looks like Z-fighting. Which shader are you using (is an Offset used in the shader for Z-fighting) and what is the "Raise" value?

    Also, the second image shows that the terrain height value is 8129. The terrain looks rather flat. Is the max terrain height truly 8129?

    Unity stores height values in decimals 0..1. Let's say the max height of the terrain in your scene is 500. This would mean that the max decimal value will only be something like 0.05 or 0.06. There is a lot of room here for more accurate heights. This may also very well improve the results when no Shader Offset is used or when the "Raise" value is very low.

    Thanks,
    Raoul
     
  32. marcell123455

    marcell123455

    Joined:
    Jun 18, 2014
    Posts:
    274
    I used the unity standard shader. Swiching to a road shader and setting the Z-fighting setting to the max helped. The Road network raise offset is 0.1. Yes the terrain is flat in that area but has also mountains make use of the hight.

    Edit: decreasing the height to 5000 did it. Thanks ;)
     
    Last edited: Nov 29, 2020
    raoul likes this.
  33. chaddaniels

    chaddaniels

    Joined:
    Dec 1, 2018
    Posts:
    3
    I'm trying to use the exact same road network, or at least, the same set of roads and side objects, in multiple scenes. Is there any documentation or recommendation about the best way to accomplish this? I went down the route of turning the road network into a prefab so that I could reuse it in multiple scenes, but that didn't work out too well. Ideally I'd like to be able to use and edit the road network regardless of the scene I'm currently working in. Can this be accomplished?
     
  34. keithsoulasa

    keithsoulasa

    Joined:
    Feb 15, 2012
    Posts:
    2,126
    @raoul

    Got it !

    I forgot to import the Easy Roads demo pack .

    Have a great day
     

    Attached Files:

  35. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    6,722
    Ah, yes, the EasyRoads3D Pro package itself does not include side objects. The free (if you have the pro version) demo package on the Asset Store does include side object examples.

    Thanls,
    Raoul
     
  36. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    6,722
    Hi chaddaniels,

    The easiest way to do that is to load these scenes in the hierarchy and simply drag and drop the road network from one scene to the other. Only save the target scene, that way the road network will remain part of the original scene. This should probably be done with the road network in Edit Mode, not Build mode.

    Thanks,
    Raoul
     
  37. marcell123455

    marcell123455

    Joined:
    Jun 18, 2014
    Posts:
    274
    Ok, again some error I didn´t had before. I build a nice intersection to test my new custom connection prefab and used the included bridge sideobject. I don´t know why or if i missed a setting but the terrain adjusted anyways after the build and I got a error.

    Before building terrains:
    https://imgur.com/ssb4GfH
    After:
    https://imgur.com/qfzGqEB
     
  38. chaddaniels

    chaddaniels

    Joined:
    Dec 1, 2018
    Posts:
    3
    @raoul Your suggestion did allow me to copy and use the road network in another scene, but future road network edits in either scene are not reflected in the other scene. Is there a good way to achieve that? Thanks for such a quick reply.
     
  39. marcell123455

    marcell123455

    Joined:
    Jun 18, 2014
    Posts:
    274
    Ok. I don´t know why, but there is a workarround. When I simply select every marker, and go to "Selected Side Object Settings" , select the bridge sideobject and disable and reactive the "Active" bool, then it seems to work for that marker. when i then build terrains, this part or the bridge no longer edits terrain...

    https://imgur.com/4wx57mj

    is there a way to disable terrain matching for connections?
     
    Last edited: Nov 30, 2020
  40. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    6,722
    Hi marcell123455,

    Like mentioned before please try to provide full details of what is involved in the situation or exact steps how to recreate the situation. because with the provided info it is hard to give feedback. Are the bridges v3.2 auto generated or are they manually added? If they are manually added and active by default (from what you wrote that seems to be the case), then there is indicator regarding terrain information in the marker settings, "No Terrain Deformation" will be toggled on for the respective markers. So that is something that can be checked when there is still terrain deformation for the bridge section.

    Regarding the Custom Connection prefab, there is a "Terrain Deformation" checkbox near the bottom in the Custom Connection Editor window. Switching this off will disable terrain matching.

    Thanks,
    Raoul
     
    marcell123455 likes this.
  41. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    6,722
    Hi chaddaniels,

    Do you mean use the same road network across scenes and have the road networks in all scenes always update to changes in one of these scenes? That is not possible.

    The only thing I can think of is doing something similar with multiple scenes loaded in the hierarchy and keep the road network in a separate scene. That would require some testing though with regard to switching between Build and Edit Mode and updating the terrain in each scene.

    Thanks,
    Raoul
     
  42. keithsoulasa

    keithsoulasa

    Joined:
    Feb 15, 2012
    Posts:
    2,126
    As a suggestion, can we just mark certain roads to be a tunnel ? Right now it's almost random when a part of a road becomes a tunnel. If this is already in let me know so I can add it to my game
     
  43. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    6,722
    Hi keithsoulasa,

    What is the nature of your terrain and in what way are tunnels added randomly?

    The way auto generated side objects works for tunnels is that a "Tunnel Threshold Height" is used. This can be set in the Side Object Manager for the specific tunnel side object. Whenever the terrain height is higher above the road then this threshold value a tunnel will be created.

    With regard to your request, do you want the tunnel to be created over the full length of the road? That can be done by deactivating "Auto Generate" at the top in the side object foldout of this side object for the specific road. Or, in this case, simply toggle on "Default marker Active State", that will automatically deactivate the rule based "Auto Generate". But in this case the terrain holes need to be added manually using the Unity terrain tools option for this.

    Thanks,
    Raoul
     
  44. chaddaniels

    chaddaniels

    Joined:
    Dec 1, 2018
    Posts:
    3
    I was afraid of that. I've got different scenes that are really just different game scenarios in the same overall environment. This approach has worked really well by sharing a common environment prefab amongst the various scenes. I was hoping to add the road into my environment prefab, or create another shared prefab specifically for the road. Sounds like I won't be able to do that. Thanks for the quick replies though. It is much appreciated.
     
  45. keithsoulasa

    keithsoulasa

    Joined:
    Feb 15, 2012
    Posts:
    2,126
    I can't find this option .

    upload_2020-12-1_20-45-57.png
     
  46. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    6,722
    The main problem with using a prefab is that Unity stores dynamically created assets in the scene file, in this case especially the road meshes. Prefabs require the mesh asset to be physically present in the project folder. There are ways around that but there will preobably still be complications.

    Have you tested adding the road network in its own scene? Once all the work is done the road network can be dragged into each individual scene.

    Thanks,
    Raoul
     
  47. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    6,722
    Hi keithsoulasa,

    The "Train Tunnel" is a side object in the v3.1 demo package. It is not really a tunnel side object that can be used for the new auto generated tunnels option in v3.2. This specific side object is a mesh only intended for a crossroad situation. It is used in the middle of the demo scene.

    That is probably why the tunnel appears randomly when activated on longer marker sections or along the full road, these are just instances of the prefab itself.

    The v3.2 beta package includes a demo scene with two v3.2 tunnel examples. Have you seen these tunnels?

    Thanks,
    Raoul
     
  48. Slimmy

    Slimmy

    Joined:
    Apr 25, 2017
    Posts:
    21
    Hello there!

    I made a hasty decision to update my project to HDRP without first checking whether Easyroads support this render pipeline. I checked my scene with the roads much too late and the materials are not being rendered properly. Purple textures all around. I'm fairly sure it is the shader "NatureManufacture Shaders/Standard Material Road Parallax" where the issue lies. I'm currently using the latest version of Easyroads3d pro and I also have the HD add-on.

    Does Easyroads3d Pro v3++ support HDRP and if not, what is the easiest way to go about solving this issue? What do you recommend?
     
  49. keithsoulasa

    keithsoulasa

    Joined:
    Feb 15, 2012
    Posts:
    2,126
    I feel like I'm making some small progress here,

    Getting this error now. Let me know what I could be doing wrong

    EasyRoads3Dv3 Warning: The tunnel width at the start and end of 'Concrete Tunnel' is too small for the terrain in the scene. Terrain holes may be visible outside the tunnel area
     
  50. raoul

    raoul

    Joined:
    Jul 14, 2007
    Posts:
    6,722
    Hi Slimmy,

    Please check the PDF documentation in /Assets/NatureManufacture/HD Roads/

    SRP packages are included in the folder:

    /Assets/NatureManufacture/HD Roads/SRP Support

    Before importing the HDRP package it is important to first remove the “standard” shaders from the project, copied from the manual:

    NOTE: for HD SRP v6.9+ please first remove the following two shaders before importing the SRP package:
    /Assets/NatureManufacture/HD Roads/shaders/Standard_Metallic_Road_Shader_Parallax
    /Assets/NatureManufacture/HD Roads/shaders/Standard_Metallic_Cross_Road_Shader_Parallax

    Thanks,
    Raoul