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Modular Traffic [PlayMaker AI] & 3D Road models

Discussion in 'Assets and Asset Store' started by 600, May 14, 2015.

  1. 600

    600

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    Traffic asset with modular road pieces
    prepared for AI cars and pedestrians.
    Functions made 100% with Playmaker.

    Asset Store:

    Modular Roads
    (3d models only, can update to traffic pack)
    Released

    Modular Traffic
    (includes road pack)
    Released


    Webplayer demo scene
    Android build - download here (~20 mb)
    Standalone Demos (Pc, Mac, Linux)

    Traffic import notes:
    Requires Unity 5 or higher + PlayMaker

    #1 - create a new 3d project in Unity
    #2 - open Asset store inside Unity (Window>Asset Store)
    #3 - import PlayMaker
    #4 - import Traffic asset

    When importing in existing project make a Backup of your files!
    There will be New Project Settings needed to function.

    * SIMPLE assets need to be imported. Modular Traffic pack will hold prefab setups only, no recourses from Simple assets (models, textures etc.).

    PlayMaker Forum Post

    ------
    If you have Modular Traffic you can upgrade to Car Setup for Playmaker with 30% discount!



     

    Attached Files:

    Last edited: Apr 24, 2017
    syntystudios and RAWilco like this.
  2. Maurice-Hoffman

    Maurice-Hoffman

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    Instant buy, looking great.
     
    600 likes this.
  3. RAWilco

    RAWilco

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    This looks rather brilliant. There are a few traffic systems on the asset store, and I'm sure they do the job, but the fact that this one is made with Playmaker gives it the edge. I especially like the fact that it is also essentially two systems in one, both pedestrians and vehicles. I'm looking forward to seeing more, nice job.
     
    600 likes this.
  4. ctknoxville

    ctknoxville

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    This will be on my purchase list as well!
     
    600 likes this.
  5. carking1996

    carking1996

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    I tried the web player(full screen) and tested it with 34 peds and 28 traffic cars. On my system(decent system), I got 8 f/s. I'd optimize it more, make some things simpler. :)
     
    600 likes this.
  6. UnleadedGames

    UnleadedGames

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    I think your "decent" system needs some work. I by no means have any of the latest and greatest hardware with the exception of a 2 year old video card the rest of my system is 5 years old.

     
    600 likes this.
  7. carking1996

    carking1996

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    Gotta also imagine a more populated area and what that does for performance, you're only getting 56-60 f/s, could go lower with a detailed environment. Could be a city, could be a hillside.
     
  8. 600

    600

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    Hi, thank you for commenting.

    I agree Fps can go down with higher population as traffic are physical objects, normally I would use this with pooling system and spawn them only around a player, this asset is not for city building type game, more for a 1st/3rd person game and compatible with my car asset.

    It could be used as base for city building, but would need different logic for traffic without physics.
     
    Last edited: Apr 14, 2017
  9. 600

    600

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    Updated the first post, road 3d models are available, later can update to traffic pack.

    Now AI traffic are little simpler and by distance are without physics, got some f/s improvement. This can be adjusted for game needs to be more physical or non, now it is kept somewhere in the middle for the preview.
     
  10. 600

    600

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    Last edited: Apr 14, 2017
  11. 600

    600

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    Hello,

    noticed that Modular Roads pack missing a left 4 to 2 lane turn, Traffic pack have it.
    Will update the Asset Store version, to get it asap while in the Review contact me on support email with your invoice number (AssetStore, not PayPal).

    Turn_4n2-lane_Left.jpg
     
  12. Maurice-Hoffman

    Maurice-Hoffman

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    Hello, i like the pack very much. i have also the car setup. How do i integrate both ?
     
    600 likes this.
  13. 600

    600

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    Hi, thanks!
    I have sent you a message with screenshots, please check.
     
  14. redmotion_games

    redmotion_games

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    This looks perfect!
    Can I just ask, how easy would it be to use my own cars, pedestrians and roads?
     
    600 likes this.
  15. 600

    600

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    Hi thanks,

    yes it pretty easy I think:
    pedestrians are humanoids, change their mesh game object and avatar,
    for cars there are details in the ReadMe pdf, you can change the model in the current prefab or build a new one following the default setup.
    Road mesh are separate from logic, replace models and adjust invisible waypoints, colliders and triggers.
     
  16. redmotion_games

    redmotion_games

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    Thanks.
    In terms of directing the pedestrians and cars, are their movements just random or can I define and change their destinations at runtime?
     
  17. 600

    600

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    They move to random waypoints,
    for cars - they pick the road in front, go trough all waypoints and then the next road etc. If it's a intersection, the choice for directions are also random.
     
  18. 600

    600

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    SIMPLE TRAFFIC



    With a great cooperation with Synty Studios
    I made prefabs with Simple Town and Simple People assets
    to work with Modular Traffic.

    - 8 Road prefabs
    - 10 Vehicle prefabs
    - 51 Pedestrian prefabs

    Webplayer demo

    Will update the Asset Store version asap.

    ! Note: SIMPLE assets need to be imported. Modular Traffic pack will hold prefab setups only, no recourses from Simple assets (models, textures etc.).
     

    Attached Files:

    Last edited: Apr 14, 2017
    syntystudios likes this.
  19. 600

    600

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    The Modular Traffic v1.1 is available on the Asset Store!

    Changes:
    - Made it easier to import
    - Fixed missing links
    - included Simple Town & Simple People prefabs

    First post updated.
     
  20. mroyusa

    mroyusa

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    How do I make the red light red instead of blue and the yellow light yellow like they are supposed to be, the only one that works like normal is the green light on the demos. Is there a good tutorial somewhere that makes a scene from scratch with all the features?


    Also when I try the simple town demo scene with traffic and playmaker the selected car just falls through the ground.
     
  21. 600

    600

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    Just checked and lights are correct, maybe this happened when importing in other project where light textures got overwritten?

    For cars falling, please check if you have Tags and Layers imported.
     
  22. mrm83

    mrm83

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    How does it perform on mobile? Can someone please provide info?
     
    600 likes this.
  23. 600

    600

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    Will make an .apk test for donwload in upcoming days, I have not tested on mobile yet.
     
  24. mrm83

    mrm83

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    awesome. looking forward to it.
     
  25. 600

    600

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    Android test build - download here.
    Will update ReadMe with settings I changed,
    if you want the manual asap, contact me on support email with your invoice number (Asset Store).
     
  26. MrGky93

    MrGky93

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    the demo dont working ?
    I starting it and now cars or people spawning ?
    ok found it press m and n ^^
    But how to make this that spawn auto example 20 people and cars when i start it ??
    Other questions is how to increase the speed of this ??
    And why this lagging when i spawn 60 cars ??
    gtx980 ti and i7 4790k are all in normal like its like in standby only 10% using cpu??
     
    Last edited: Nov 2, 2015
  27. 600

    600

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    - For spawning, check scene objects AI_Peds/Cars, you can add states to loop x amount of time to create desired number of AI at the start.

    - For AI car speed check Fsm Movement/Drive - "SET" state.

    - For lag, may I know what type of game are you making to know what steps to take to optimize the system. If you make a 3rd person game, use Pooling System (3rd party) to manage AI spawns around the player. Could comment more knowing what type of game you are making.
     
  28. MrGky93

    MrGky93

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    i want to make a open world game with cars
     
  29. 600

    600

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    Yes for open world type game, I would use a pooling system to spawn/despawn around the player for certain distance. Spawner could check nearest spawn points and activated x number of cars. The region around can be a large trigger zone on the player or map in chunks. Check this topic on the web for more technics how it is made, no need to spawn cars around all the map, only visible parts.
     
    MrGky93 likes this.
  30. Gojira96

    Gojira96

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    Hi,
    I just bought this asset and did everything under "How to import" from the manual,but I get 28 errors about the namespace already containing a definition for "..."
    When I try using it with Advanced Battle AI (https://www.assetstore.unity3d.com/en/#!/content/31067) I get over 200 errors of the same kind.
    Kinda seems like a lot to correct by my self,did I do anything wrong?What should I do?

    Thanks.

     
  31. 600

    600

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    Hi, thank you for the purchase!
    This looks like a duplicate actions imported, can you check if thats the case?
    When combining assets, in import window uncheck scripts without "New" symbol.
     
  32. 600

    600

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    Modular Traffic updated with mobile scene and ReadMe.
     
    Last edited: Apr 14, 2017
  33. mroyusa

    mroyusa

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    upload_2015-11-11_10-55-34.png

    Missing corner piece and texture on ramp, can't seem to find how to fix. i own all simple assets
     
  34. 600

    600

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    We solved this on YouTube, but for other users experiencing this:
    Simple Town assets are updated, corner piece mesh renamed to “env_corner_mesh1” and for the Ramp - Go to ramp's MeshRenderer (Inspector), dropdown Materials and set Size to 1.

    Thanks for pointing out to the problem, will update the Traffic pack asap.
     
  35. mroyusa

    mroyusa

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    And also don't forget to update the mesh collider or your people and cars fall through in same inspector window a little lower.
     
  36. mroyusa

    mroyusa

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    Problem I have now is this,

    upload_2015-11-11_12-41-59.png
    red light is blue, yellow light is cyan color
     

    Attached Files:

  37. 600

    600

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    Replied to email with correct files,
    still can't replicate this on my side, please try with a new project. Maybe a Unity importer bug (Read it will be fixed in 5.3 in Dec).
     
    mroyusa likes this.
  38. sathya

    sathya

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    @600
    Traffic system looks great. Any chance you release second package for non-playmaker users ?
     
  39. 600

    600

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    Hi thanks @sathya,

    unfortunately I don’t write scripts, never thought about this idea.. maybe with someone's help, hmm.

    BTW PlayMaker have a new price at the moment ;)
     
    Last edited: Apr 14, 2017
  40. 600

    600

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    Modular Traffic updated with a fix for counting cars per lanes.

    v1.1.2
    Car counter per lane fix, changes:
    - Edit on CarWP_Group template.
    - Edit on AI_Cars scene object.
    - New FSM on AI_Car prefab.
    - Edit on AI_Car FSM Movement/Waypoints Setting Tags on Left turns.
     
    Last edited: Apr 14, 2017
    rebit likes this.
  41. rebit

    rebit

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    Great work @600, one question, i need to use the streets from your system, or i can use my own streets ? ( that im already made).

    Pls Contact me:

    I made this big city to your next demo, made entirely with OpenSource packages, all image effects are opensource. Meshes free copyright too. ( all buildings are procedural ).
     
    Last edited: Dec 23, 2015
  42. 600

    600

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    Hello rebit, thanks!

    Yes you can use your own roads, in this case you can build the traffic logic on top of existing roads, this is a manual job tho.

    In other project I’m working I use EasyRoads plugin together with Modular Traffic (without modular road mesh), doing the same - building the logic on top the roads, by adjusting triggers/colliders and waypoints for intersections and straights (curved roads are also “straight” if there are no side streets).

    Will share info about the project later.

    About your city, let me know if you need assistance for starter.
    It would be more convenient to share screenshots via email: support@pamani.net
     
  43. 600

    600

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    A small Christmas present
    for the next 5 replies in this post - Modular Roads vouchers!

    Can be used to upgrade to Traffic pack later for half price ;)

    Happy Holidays!​
     
    Last edited: Apr 14, 2017
  44. rebit

    rebit

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    number one !
     
  45. _invalidusername

    _invalidusername

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  46. ThermodynamicsMakesMeHot

    ThermodynamicsMakesMeHot

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  47. TeagansDad

    TeagansDad

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    Number four!
     
  48. 600

    600

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  49. josker

    josker

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    Number Five.
     
  50. 600

    600

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    Hi, please send me a pm, can't do it, must be blocked :)
     
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