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[RELEASED] iTS - Intelligent Traffic System

Discussion in 'Assets and Asset Store' started by rhodnius, Dec 11, 2014.

  1. pinchmass

    pinchmass

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    super star ! love your work and continued development
     
    rhodnius likes this.
  2. rhodnius

    rhodnius

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    Hi Guys!

    Here is a video tutorial for rigging new cars on iTS.



    Cheers!

    Rhod,
     
    Tinjaw likes this.
  3. VirtualisDev

    VirtualisDev

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    I'm experimenting a bug with its. More than a long description i made you a video.

    Can you tell me how to fix this ?


    ps : (i send you this by email, maybe you didn't receive it ?)

     
  4. rhodnius

    rhodnius

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    Hi @Timothee35 !

    Thanks for the purchase!

    It seems to me that is the look ahead constant, put a higher value on it, like between 5 or 7.

    It happens only with that truck?

    PS: please send me your invoice number to Josegarrido@dagagames.com to register your purchase.

    Cheers!

    Rhod,
     
  5. rhodnius

    rhodnius

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    Hi Guys!

    I'm currently implementing a really must have in the Lanes editor tool, it is settings batching for the lanes and connector, now you would be able to apply settings in batch to all lanes/selected lanes and same for the connectors.

    The selection is done graphically on the scene view, with a simple to use bounding box or sphere, here is a pic:

    upload_2015-8-20_2-59-27.png

    You can see that the bounding box has it's handles to resize it directly on the scene view.

    Also, the Lane editor tool would have now Undo of all the actions you make (add lanes/connectors, remove lanes/connectors, clear road data, add points, edit points positions, remove points, add lane links, remove lane links)

    Cheers!

    Rhod,
     
  6. rhodnius

    rhodnius

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    And here is with the sphere selection:

    upload_2015-8-20_3-34-37.png

    Cheers!

    Rhod,
     
  7. VirtualisDev

    VirtualisDev

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    It worked ! Thanls a lot ;-)


    I made a good review on your asset, i love it ! Please, continue to uptade it !
     
    rhodnius likes this.
  8. rhodnius

    rhodnius

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    You're welcome!

    Cheers!

    Rhod,
     
  9. rhodnius

    rhodnius

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    Hi Guys!

    Latest version of iTS is now live on the asset store, enjoy the new features!

    Cheers!

    Rhod,
     
  10. pinchmass

    pinchmass

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    Hi loving the animation feature for the pedestrians just an idea/ question, how would I go about switching to a ragdoll on impact ?
     
  11. rhodnius

    rhodnius

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    Thanks! haven't tested it, but i think you could just put the ragdoll on the place of the ped and disable the ped, since when you disable the ped/traffic car the system would take that one and put it on the available to spawn Peds/Cars and reuse it later :D

    Cheers!

    Rhod
     
  12. novaVision

    novaVision

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    Hello,
    Can I add a custom animated 3D character not connecting to pedestrian path in your asset but still have a "visibility" for traffic objects when that character come to crosswalk and walk across the road? Will all the cars on that road stop before crosswalk?
     
  13. TechiTech

    TechiTech

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    Hello,

    How do you decrease the size of the connector spheres?

    and how to stop the cars from wobbling side to side?
     
    Last edited: Sep 26, 2015
  14. rhodnius

    rhodnius

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    Hi @novaVision !

    Thanks for the purchase!
    Please kindly send me your invoice number to register your purchase.

    In your case you could do it, and if it where me ill use a code similar to the traffic lights to make/force the cars to stop when a ped is going to use the crosswalk, that way the cars won't really need to k ow about the ped (which saves performance )and just would be told to stop at an specific point when a ped is going to cross.
     
  15. rhodnius

    rhodnius

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    Hi @TechiTech !

    Please kindly send me your invoice number to register your purchase.

    You can reduce the size of the connector spheres using the scale factor on the settings tab of the iTSManager.

    If the cars are wobbling, you may need to increase a bit the look ahead constant, this really depends on the size you are using for the cars, is your objects scale a real normal scale?

    Cheers!

    Rhod,
     
  16. TechiTech

    TechiTech

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    it didnt have any effect. The wobbling is happening more when the car has stopped. The scale is a bit smaller in lenght to your sedan in the video tutorial.

    Also I heard this asset is compatible with edy's. is there any info on how to set it up with edys?
     
  17. rhodnius

    rhodnius

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    Hi @TechiTech !

    It sounds to me like you are having problems with the wheelcolliders spring and damper settings, try putting a higher value on both to make the car more stable. You could look at the wheelcolliders settings of the default cars to see the values those have.

    Let me know how it goes.

    Cheers!

    Rhod,
     
  18. rhodnius

    rhodnius

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    If you mean for the player car, yes you just need to have the object that has the collider (child of the main object) with the tag "Player" and the layer set as "Player" make sure is the object that has the actual collider of the car, if not it wont be recognized by the traffic cars.

    Let me know if you need anything else.

    Cheers!

    Rhod,
     
  19. Uli_Okm

    Uli_Okm

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    Hi, any news about the integration with EasyRoads v3?

    Thanks!
     
  20. rhodnius

    rhodnius

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    Hi @Uli_Okm ,

    Would be working on that on next week :)

    Cheers!

    Rhod,
     
  21. erdoganuguz

    erdoganuguz

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    Hi. I' ve got a problem. Please look the picture.
     

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  22. rhodnius

    rhodnius

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    Hi @erdoganuguz ,

    That happens when you rig a new car, the rigger assigns a car mesh as brake lights and on play mode it gets turned on and off when the brake is applied/unapplied.

    to solve this just go to the simple car script and on the brake lights array put 0 on the size.

    Let me know how it goes.

    Cheers!

    Rhod,
     
  23. erdoganuguz

    erdoganuguz

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    Where am I doing wrong? I am sending pictures. Please look. Some cars are moving. Some of the cars are not moving. Hit the moving car are becoming visible. They do not seem to move. Only tires look.
     

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  24. erdoganuguz

    erdoganuguz

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    More...
     

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  25. rhodnius

    rhodnius

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    @erdoganuguz , please check all the prefabs you have on the Vehicles folder, some of them might still have the brake lights with the body of the car assigned.

    If the problem persist, please let me know when you are available to assist you in real-time :)

    Cheers!

    Rhod,
     
  26. erdoganuguz

    erdoganuguz

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    I made the video. Please you watch? :)
    I then immediately remove.

     
  27. rhodnius

    rhodnius

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    Hi this happens because you need to hit the apply button when you change the brake lights array size to 0 on the top right of the inspector, since what you did was removing that on the car on the scene but not on the prefab that was created on the vehicles folder.

    You could either apply the changes when you put 0 to the array size on the car you just rigged that is on the scene or select the just created prefab of that car on the vehicles folder and set there the brake lights array to 0.

    Let me know how it goes.

    Cheers!

    Rhod,
     
  28. erdoganuguz

    erdoganuguz

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    Thanks. :)
     
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  29. rhodnius

    rhodnius

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    Hello guys!

    Today i would be uploading a new version of iTS with some new features and better performance on the lane editor, also some bugs we have found in the way.

    The new features are:
    • Support for open lanes (you must enable this feature on the settings of the iTSManager - option name is "Allow dead end lanes?") the cars when they get into a dead end lane would get automatically removed and respawned on another location. (needs reprocessing the road data)
    • There is now a script that would try to get the players position (lane, connector and point) so you could get a reference of where the player is, you must know that if the player does some really wacky behaviors, like crossing the streets in a totally uncommon way, the script may not be able to follow).
    • Fixed some behaviors that made, in some situations, cars not stopping correctly on junctions.
    • Improved the flow of the traffic on the junctions, trying to make it look more natural.
    • When a lane is deleted all traffic lights get updated, so your current traffic lights settings (connectors selected) wont get messed up.
    • You can set now a radius on the spawner to avoid initial spawning cars to get spawned where the spawner is, this is i.e. to avoid cars to be spawned where the player is.
    • You can also have the spawner check a list of transforms positions and its own defined radius to avoid cars getting spawned on top of them, usually useful if you have one spawner with an spawning area that covers the entire road map and have several players on the scene that you don't want cars to get spawned on top of them.
    Cheers!

    Rhod,
     
    Last edited: Dec 11, 2015
    carking1996 likes this.
  30. pinchmass

    pinchmass

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    great work as aways , do you think the iRDS update will be done before xmas ?
    you are allowed some time off (just not to much) ;)
     
  31. lazygunn

    lazygunn

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    I dont know if this is much to ask buf an ability for a car to travel from a specific point a to point b, while observing traffic rules would be great, trick being in my use that all traffic would be doing this, as each driver would have a purpose, not just be filler
     
  32. rhodnius

    rhodnius

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    Hey @pinchmass ! you can already use the Alpha version as the release (iRDS), since i wont be doing any further modification to the code for now, and im starting to put together the new package for the Version 3.0 release (iRDS), which would include also a little surprise (new 3D car models) and new tire physics settings.

    If this is related with path finding, it is on the way, not yet started to develop this one, but it is on the roadmap ;)

    Cheers!

    Rhod,
     
  33. lazygunn

    lazygunn

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    I must admit that although i own this asset, my knowlege of it is low - would there be a way of accessing nodes in the traffic system that can be used by an existing a* implementation and cars follow the usual traffic rules until particular logic (say, waiting for a space to unpark, or parking at a destination). I was hoping for something like this in easyroads but im not sure of the status of either that or the easyroads into its itself as id seen this mentioned​
     
  34. rhodnius

    rhodnius

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    Well the implementation of the road network on iTS is not exactly a node based one, is more like a sequential one, where a lane can point (using connectors) to other lanes, you can access these information any time at runtime it is on the TSMainManager class and you can change the actual path of the traffic system (on the latest version 1.1, there is a new script called TSEventTriggerFollowPath.cs that assigns a predetermined path to the AI that you could check on how it works and see how to assign a new path to a traffic car, this is how it would be implemented in a future release, the remaining part to be developed is the path finding itself).

    Let me know if you have any further questions.

    Cheers!

    Rhod,
     
  35. lazygunn

    lazygunn

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    Thankyou for your information! Aron granbergs a* has a waypoint method for pathfinding so if i understand everything ill try get something working there
     
    rhodnius likes this.
  36. Khuram021

    Khuram021

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    i am trying to use ITS with my own environment.i made all the lanes,connectors and attached the cars with it.can you please tell me how to add traffic control with it and cars stops on the steep paths can you help me with these please...
     
  37. rhodnius

    rhodnius

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    Hi @Khuram021 thanks for your purchase!

    Please kindly send me your invoice number to josegarrido@dagagames.com to register your purchase and i would get back to you with support.

    Cheers!

    Rhod,
     
  38. Khuram021

    Khuram021

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    i have completed the path and cars are following it but there is an issue i have error as index out of range exception.array index is out of range.
     
  39. rhodnius

    rhodnius

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    Hi @Khuram021,

    I didnt got you invoice number on my email, can you please resend it to josegarrido@dagagames.com, also could you please tell us which version of iTS you are currently using. Thanks.

    Cheers!

    Rhod,
     
  40. pinchmass

    pinchmass

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    Hi just a quick question (again)

    I'm using iTS in a mobile game (first time trying it for mobile) and seem to work fine, I set it to use "simple physics" for the cars to speed things op (getting ok frame rates, I'm almost done) however occasionally (often after turning) the cars paper to pop onto their front wheels (like the opposite of a wheelie) for around 5 seconds then come back to do all four wheels on the ground, (which actually looks cool , but not something I'v seen a real car do)

    Is this something you have come across (I tried re positioning the colder) but it keep happening

    any advice would be helpful
     
  41. pinchmass

    pinchmass

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    think I'v fixed it (the COG object was near the front of the car somehow)
     
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  42. rhodnius

    rhodnius

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    Yup exactly what i was about to suggest!, the CoG position is the thing there.

    Cheers!

    Rhod,
     
  43. erdoganuguz

    erdoganuguz

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    Hello there. I'm having a problem.
    Error message is as follows:

    UnityException: GameObject has undefined tag!
    UnityEngine.Component.get_tag () (at C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineComponentBindings.gen.cs:177)
    TSTrafficAI.OnTriggerEnter (UnityEngine.Collider colInfo) (at Assets/iTS/Traffic System/Scripts/Main/TSTrafficAI.cs:1243)
     

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  44. rhodnius

    rhodnius

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    Hi @erdoganuguz !

    It seems that your player car does not have the Tag Player on the child object that has the collider, check on your player car the object that has the collider of the car and change the tag of that object to Player.

    Let me know how it goes.

    Cheers!

    Rhod,
     
  45. UniRaycter

    UniRaycter

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    Hey Guys,

    I was wondering if it is possible to move the entire infrastructure? Kinda want to move my world a bit, but i'm currently stuck with my roads position.

    Thanks!
     
  46. rhodnius

    rhodnius

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    iTS has a global offset parameter on the spawner that you can use for doing exactly that, what it does is that it shifts lanes positions by that offset from their original position.

    Let me know if thats what you are looking for.

    Cheers!

    Rhod,
     
  47. toddalbert

    toddalbert

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    Would be amazing if the plugin allowed you to run a simulation without building and playing the whole scene (for very complex scenes). I can't seem to get the cars to spawn on the actual paths.
     
  48. rhodnius

    rhodnius

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    Hi @toddalbert !

    Thanks for the purchase!

    Not sure what you mean exactly? you mean like you have to build the app to be able to run the simulation?, make sure that if you are on the unity editor, you dont have the ITSManager selected when entering the play mode, since that would definitely lower the performance.

    In you case it sounds like your Spawner is somewhere else on your scene, check that you have the Spawner as child of either the player or the camera that follows the player so it is able to spawn cars near the camera.

    PS: Please kindly send me your invoice number to register your purchase.

    Cheers!

    Rhod,
     
  49. toddalbert

    toddalbert

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    Hi Rhod,

    My invoice is xxxxxxxxxx

    My scene has a lot going on, so when I hit play, it takes several minutes (go get coffee) to run. It would be cool, I'm saying, if you can test the spawner and the paths without running, but that might be wishful thinking.

    For some reason, I can't get any cars to spawn on the paths. I have the spawner overlapping the paths, and cars do spawn, but none are active and running on the paths.

    Your tutorials show how to setup the paths (easiest of every traffic system I've tried) and how to rig cars, but not how to put the pieces together. I'm generally pretty savvy, but seem to be missing something...

    Thanks,
    Todd
     
    Last edited: Mar 17, 2016
  50. rhodnius

    rhodnius

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    Thanks for sending your invoice information, i didn't specified to send it by PM or email (sorry about that) since you may not want to disclosure that information to the public. :oops:

    Oh now i understand, well i think it would be easier for you to try in a more simple scene first to get it setup correctly and replicate that into the more complex scene, Im not quite sure how you have it currently setup, please contact me directly to (Skype: rhodnius1, Hangouts rhodnius39@gmail.com) for giving you a more direct/faster support.

    Cheers!

    Rhod,
     
    Last edited: Mar 17, 2016