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[RELEASED] iTS - Intelligent Traffic System

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

  1. f1b0n4cc1

    f1b0n4cc1

    Joined:
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    Posts:
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    Does ITS work with unity5.6.0f3 ? I made a simple plane and draw a simple lane shape over it. I used pre-made ITS vehicle . When i hit play , i got 999+ red errors

    IndexOutOfRangeException: Array index is out of range.
    TSTrafficAI.controllerAI ()
    TSTrafficAI.FixedUpdate ()

    IndexOutOfRangeException: Array index is out of range.
    TSNavigation.NavigateToWaypoints ()
    TSNavigation.FixedUpdate ()

    repeating again and again. I wonder if it is something similar to IRDS dll problem which you fixed by dll update.

    thank you
     
  2. rhodnius

    rhodnius

    Joined:
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    Posts:
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    Hi There!

    Are you using the Spawner? the system is not meant to be used with the cars already on the scene before hitting play, you need to add a traffic spawner and set the cars prefabs you want to use there.

    Let me know if this helps.

    Cheers!

    Rhod,
     
  3. SyGem

    SyGem

    Joined:
    Apr 8, 2017
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    Is it possible to create lanes programmatically? I have my road meshes and points created in another system (CiDy), and I'd prefer to extract the data from them automatically, rather than drag'n'drop points. This would be an editor-time thing, not runtime. I'm not even too bothered about creating connections or links - just the lanes would be a good start.
     
  4. rhodnius

    rhodnius

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    Yes it is possible, but is not implemented out of the box, the editor scripts on the source version have the code to add new lanes to the system, which you could use to implement it for what you are looking for, it should not be that hard to get done, as the lanes are Splines, so basically you have the initial point and ending point and middles points to give the lane the shape you want, from there you create the spline and assign those points int the TSPoints derived list, the initial, ending and middle points are stored for editor use only.

    Let me know if you have any further questions.

    Cheers!

    Rhod,
     
  5. endomdg

    endomdg

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    Jun 22, 2017
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    Hello there,
    i would to ask if its possible to add multipe spawner in the scene ??
    because ive try to make an open world game so that i have to put the spawner in my player camera and the car camera
    for example if im playing with my player to walk around with the spawner locate in my player camera is (active) , mean while in the car camera(standby with the spawner too but its deactive)
    so when i go in in the car, the player and the spawner is disable (deactive) and the spawner in the car camera that will be activated,

    ive try that but when i go in the car the spawner doent work at all
    any positif feedback to this ? thankyou for support
     
  6. carking1996

    carking1996

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    Move the spawners parent to be the car and person as you switch
     
  7. endomdg

    endomdg

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    its doesnt work
    if i switch it from player to car
    the spawner in the player not completly dactive
    meanwhile in the car spawner active but that the spawner runtime like stoped working
     
  8. rhodnius

    rhodnius

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    Hi there, i think you just need to move the spawner from one camera to the other, no need to have more than one actually, just moving it would do what you are needing ;)

    Cheers!

    Rhod,
     
  9. AGregori

    AGregori

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    Now that the much newer FTS traffic asset is deprecated, I looked at iTS again, and I have serious issues with it.

    First, the current version 1.1.3 is way back from 2016. Obviously untested on 5.6 and 2017.1. You need to read ALL through this forum to make the car suspension/dampers work under U5 physics.
    Second, no NavMesh support at all. In late 2017. For an urban traffic asset. Very funny.
    Third, the pedestrian system is quite useless in a real game environment. Due to a lack of ANY pathfinding solution, peds cannot even evade tiny roadblocks, and bump into each other at all times.
    Fourth, it remains the most expensive traffic asset on the store: $85 is surreal for this.
     
    Last edited: Jul 13, 2017
  10. rhodnius

    rhodnius

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    Hi Gregorik,

    Thanks for your feedback

    I have tested it on 5.6 and is working pretty well, wheelcollider suspension settings is something that is pretty easy to be found to set them up, actually if you attach a wheelcollider to an object you need to change those settings, as the defaults from Unity wont work properly also ;)

    I understand, currently the peds use the exact same system as the traffic cars do, I could implement a NavMesh based solution for the peds to give them more freedom on the walk, and use the actual lane system just as waypoints to go to, would take it up for a next update.

    yup, you are right, as stated before, currently the peds use the exact same lane system as the cars do, and is the reason why they behave the way they are behaving, but i like the feedback you are giving, and for sure would be implementing it as a solution to the peds, and make it like a side peds system.

    Thanks again for you feedback, if you think there is something else I should include on a new release please do let me know.

    Cheers,

    Rhod,
     
    Last edited: Jul 13, 2017
    AGregori likes this.
  11. rhodnius

    rhodnius

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    You need to actually take the spawner from the character camera and attach is to the car camera and make its position and rotation to be zeros, this would make what you are looking for.

    Cheers!

    Rhod,
     
  12. endomdg

    endomdg

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    Jun 22, 2017
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    thankyou dude i figure it out
    i was move the parrent in the player camera to the car camera when it switch
    its just work :)

    cheers..
     
    rhodnius likes this.
  13. hopeful

    hopeful

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    I'm looking at iTS, and it seems very valuable in certain ways, but I'm thinking an area where it could improve might be in the editor. I don't know if you're taking suggestions, but ... let's say I'm looking at a very large traffic map. Maybe hundreds of intersections, and several lanes per road. What could be done to speed up the manual layout of the traffic grid?

    Here are some ideas. Maybe be able to draw a few parallel lanes at once? Maybe be able to draw straight through intersections? Then after perpendicular roadways are drawn through intersections, maybe draw a square to cover the intersection, and this automatically creates the turning lanes, and potentially inserts traffic lights too?

    For that matter, I'd like to also be able to draw on roads to indicate what the recommended speed is for those lanes. I'd like a center turn lane option, where cars of either direction can enter it and come to a stop for turning. Also, it would be good to be able to automatically mark parking areas, like if a road has parking along the curb (in other words, one lane drawn could be for curbside parking). For that matter, maybe there could be a tool for designating parking lanes to make up a parking lot.

    If there's a desire to increase the simulation value of the system, you could add the idea of source and destination for pedestrians and vehicles. Basically, the source and destination for people would always be doors, and the source and destination for vehicles would always be parking spots. A car or person would spawn at a source and travel to a destination. With a script on each prefab, each door and parking spot can log themselves into an array and become available for random selection as a destination. So a pedestrian is spawned at a door and follows the pedestrian pathways to the destination that was randomly selected out of the array.

    I understand if you think that's a bit much, but maybe something in there inspires you to add a few new features to this system. :)
     
  14. AbhishekRaj

    AbhishekRaj

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    I also have a suggestion. Another option to speed up the lane creation process is to use path nodes. The user would click on a part of the road to create path nodes and then after creating all the nodes, user will hit finish and all the nodes will be joined.

    As much as I like ITS, the path creation is really a tedious work. Just make that more straightforward and it will be a lot more easier and productive to work with ITS.
     
    hopeful and Kybernesis like this.
  15. rhodnius

    rhodnius

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    Hi guys!

    All of those are really great ideas and i would be working on those to get them to you as they really sound like would definitely would help easing the process of creating the lanes and the roadnetwork, also I have talked with the guys of MapBox to include support to their SDK to be able to create the lanes from their provided info of realworld maps, this is something I want to include for sure at some point.

    Cheers!

    Rhod,
     
    AbhishekRaj and hopeful like this.
  16. rhodnius

    rhodnius

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    Hi guys!

    I'm soon realising a little update, to move the Lane Editor to an editorwindow, instead of having it on the iTSManager object, this is due to an issue with unity 2017, that is making the editor way to lagged because of the serialization of the Lanes and all it's data, moving it to an editor window makes the performance to be exactly as it was with Unity 5.

    Cheers!
     
    carking1996, hopeful and AbhishekRaj like this.
  17. Robintj

    Robintj

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    How to dynamically change the number of vehicles on each road, thank you.
     
  18. rhodnius

    rhodnius

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    You could use the Traffic volumes, which are with that exact purpose.

    Let me know if you have any further questions.

    Cheers!

    Rhod,
     
  19. parandham03

    parandham03

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    May 2, 2012
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    Hi,
    We just bought iTS. It's very nice and we are using it in driving simulator. We need to create traffic system at runtime. Our idea is to generate a road scene by dragging road tiles and placing. The road tile contain
    pre-drawn iTS path. All these we need to do at runtime. Is it possible to do? Kindly give some ideas to achieve this.

    Thanks in advance.
     
  20. carking1996

    carking1996

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    Hi, I ran into this slight issue. A car was stopped at a light. A van comes up and completely veers off the road, does a u-turn/circle, and runs into a collider by the harbor here. Why would this happen?

    vanproblem.jpg
     
  21. AGregori

    AGregori

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    Dec 11, 2014
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    Cannot save Road data XML on 2017.3.0:


    InvalidOperationException: The type for XmlElement may not be specified for primitive types.
    System.Xml.Serialization.XmlReflectionImporter.ImportAccessorMapping (System.Xml.Serialization.MemberMapping accessor, System.Xml.Serialization.FieldModel model, System.Xml.Serialization.XmlAttributes a, System.String ns, System.Type choiceIdentifierType, System.Boolean rpc, System.Boolean openModel, System.Xml.Serialization.RecursionLimiter limiter) (at <03e950671d964403ab67ff751c460757>:0)
    System.Xml.Serialization.XmlReflectionImporter.ImportFieldMapping (System.Xml.Serialization.StructModel parent, System.Xml.Serialization.FieldModel model, System.Xml.Serialization.XmlAttributes a, System.String ns, System.Xml.Serialization.RecursionLimiter limiter) (at <03e950671d964403ab67ff751c460757>:0)
    System.Xml.Serialization.XmlReflectionImporter.InitializeStructMembers (System.Xml.Serialization.StructMapping mapping, System.Xml.Serialization.StructModel model, System.Boolean openModel, System.String typeName, System.Xml.Serialization.RecursionLimiter limiter) (at <03e950671d964403ab67ff751c460757>:0)
    Rethrow as InvalidOperationException: There was an error reflecting field 'vehicleType'.
    System.Xml.Serialization.XmlReflectionImporter.InitializeStructMembers (System.Xml.Serialization.StructMapping mapping, System.Xml.Serialization.StructModel model, System.Boolean openModel, System.String typeName, System.Xml.Serialization.RecursionLimiter limiter) (at <03e950671d964403ab67ff751c460757>:0)
    System.Xml.Serialization.XmlReflectionImporter.ImportStructLikeMapping (System.Xml.Serialization.StructModel model, System.String ns, System.Boolean openModel, System.Xml.Serialization.XmlAttributes a, System.Xml.Serialization.RecursionLimiter limiter) (at <03e950671d964403ab67ff751c460757>:0)
    System.Xml.Serialization.XmlReflectionImporter.ImportTypeMapping (System.Xml.Serialization.TypeModel model, System.String ns, System.Xml.Serialization.XmlReflectionImporter+ImportContext context, System.String dataType, System.Xml.Serialization.XmlAttributes a, System.Boolean repeats, System.Boolean openModel, System.Xml.Serialization.RecursionLimiter limiter) (at <03e950671d964403ab67ff751c460757>:0)
    Rethrow as InvalidOperationException: There was an error reflecting type 'TSLaneInfo'.
    System.Xml.Serialization.XmlReflectionImporter.ImportTypeMapping (System.Xml.Serialization.TypeModel model, System.String ns, System.Xml.Serialization.XmlReflectionImporter+ImportContext context, System.String dataType, System.Xml.Serialization.XmlAttributes a, System.Boolean repeats, System.Boolean openModel, System.Xml.Serialization.RecursionLimiter limiter) (at <03e950671d964403ab67ff751c460757>:0)
    System.Xml.Serialization.XmlReflectionImporter.ImportTypeMapping (System.Xml.Serialization.TypeModel model, System.String ns, System.Xml.Serialization.XmlReflectionImporter+ImportContext context, System.String dataType, System.Xml.Serialization.XmlAttributes a, System.Xml.Serialization.RecursionLimiter limiter) (at <03e950671d964403ab67ff751c460757>:0)
    System.Xml.Serialization.XmlReflectionImporter.CreateArrayElementsFromAttributes (System.Xml.Serialization.ArrayMapping arrayMapping, System.Xml.Serialization.XmlArrayItemAttributes attributes, System.Type arrayElementType, System.String arrayElementNs, System.Xml.Serialization.RecursionLimiter limiter) (at <03e950671d964403ab67ff751c460757>:0)
    System.Xml.Serialization.XmlReflectionImporter.ImportArrayLikeMapping (System.Xml.Serialization.ArrayModel model, System.String ns, System.Xml.Serialization.RecursionLimiter limiter) (at <03e950671d964403ab67ff751c460757>:0)
    System.Xml.Serialization.XmlReflectionImporter.ImportTypeMapping (System.Xml.Serialization.TypeModel model, System.String ns, System.Xml.Serialization.XmlReflectionImporter+ImportContext context, System.String dataType, System.Xml.Serialization.XmlAttributes a, System.Boolean repeats, System.Boolean openModel, System.Xml.Serialization.RecursionLimiter limiter) (at <03e950671d964403ab67ff751c460757>:0)
    Rethrow as InvalidOperationException: There was an error reflecting type 'TSLaneInfo[]'.
    System.Xml.Serialization.XmlReflectionImporter.ImportTypeMapping (System.Xml.Serialization.TypeModel model, System.String ns, System.Xml.Serialization.XmlReflectionImporter+ImportContext context, System.String dataType, System.Xml.Serialization.XmlAttributes a, System.Boolean repeats, System.Boolean openModel, System.Xml.Serialization.RecursionLimiter limiter) (at <03e950671d964403ab67ff751c460757>:0)
    System.Xml.Serialization.XmlReflectionImporter.ImportTypeMapping (System.Xml.Serialization.TypeModel model, System.String ns, System.Xml.Serialization.XmlReflectionImporter+ImportContext context, System.String dataType, System.Xml.Serialization.XmlAttributes a, System.Xml.Serialization.RecursionLimiter limiter) (at <03e950671d964403ab67ff751c460757>:0)
    System.Xml.Serialization.XmlReflectionImporter.ImportElement (System.Xml.Serialization.TypeModel model, System.Xml.Serialization.XmlRootAttribute root, System.String defaultNamespace, System.Xml.Serialization.RecursionLimiter limiter) (at <03e950671d964403ab67ff751c460757>:0)
    System.Xml.Serialization.XmlReflectionImporter.ImportTypeMapping (System.Type type, System.Xml.Serialization.XmlRootAttribute root, System.String defaultNamespace) (at <03e950671d964403ab67ff751c460757>:0)
    System.Xml.Serialization.XmlSerializer..ctor (System.Type type, System.String defaultNamespace) (at <03e950671d964403ab67ff751c460757>:0)
    System.Xml.Serialization.XmlSerializer..ctor (System.Type type) (at <03e950671d964403ab67ff751c460757>:0)
    TSMainManagerEditor.Save (System.String path) (at <e770ba46b26941f2b74a5b14c12976f5>:0)
    TSMainManagerEditor.OnInspectorGUI () (at <e770ba46b26941f2b74a5b14c12976f5>:0)
    UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor[] editors, System.Int32 editorIndex, System.Boolean rebuildOptimizedGUIBlock, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect) (at C:/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:1245)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)
     
  22. rhodnius

    rhodnius

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    Does this happens only to that car?

    Would be checking this ASAP

    Thanks for the feedback

    Rhod,
     
  23. rhodnius

    rhodnius

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    I just tested on Unity 2017.3.0f3 and is saving the XML data just fine, any other thing i might be missing?

    Cheers!

    Rhod,
     
  24. carking1996

    carking1996

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    Yes it seems to happen only with that car, I rarely see it happen but it happens
     
  25. claudius_I

    claudius_I

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    i want to try the demo, but isn't longer anymore
     
  26. parandham03

    parandham03

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    Any suggestion for my post?
     
  27. carking1996

    carking1996

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    I do also need a real-time solution to this. I'm letting users create new locals and need a way to make sure traffic can be generated when it loads the track into the game
     
  28. rhodnius

    rhodnius

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    Hi The demo is uploaded now, sorry for the delay on this.


    You could have the Tiles with an iTSManager in it with the lanes drawn, and then have the TrafficSpawner swap its iTSManager at runtime depending on where the player is to make the traffic be on those tiles.
     
  29. tecchan0211

    tecchan0211

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    May 11, 2018
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    I got a following error message

    IndexOutOfRangeException: Array index is out of range.
    TSTrafficSpawner.AddCarsStart ()
    TSTrafficSpawner.InitializeMe ()
    TSTrafficSpawner.Awake ()

    IndexOutOfRangeException: Array index is out of range.
    TSNavigation.NavigateToWaypoints ()
    TSNavigation.FixedUpdate ()

    IndexOutOfRangeException: Array index is out of range.
    TSTrafficAI.controllerAI ()
    TSTrafficAI.FixedUpdate ()

    IndexOutOfRangeException: Array index is out of range.
    TSNavigation.OnDrawGizmosSelected ()
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)

    Could you help me to resolve this issue?
    Thank you
     
  30. rhodnius

    rhodnius

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    Hi @tecchan0211 i would need a bit more info on how you are using the system and what you have in the scene, sounds like you have an array empty somewhere in the spawner, check that you have the car list there assigned
     
  31. hadisajjadi

    hadisajjadi

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    Feb 7, 2018
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    Hi. My Boss Gave Me This Package To Implement a Traffic System. But The Problem Is My Cars Going To Vibration After Spawning. I Tried To Solve It Even By Disabling Anti Roll But I Couldn't
     
  32. rhodnius

    rhodnius

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    Pretty sure is the spring/damper settings of the Wheelcolliders, make those values a bit bigger to stabilize the car.

    Cheers!
     
    hadisajjadi likes this.
  33. SimumakDevs

    SimumakDevs

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    Feb 13, 2018
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    Hi dude, are you planning to apply ECS and the new Jobs System to ITS?
     
  34. rhodnius

    rhodnius

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    Hey! yup that is one of the ToDo tasks
     
    Meceka and hopeful like this.
  35. gulzaib

    gulzaib

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    Feb 13, 2017
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    hey i just import ITS and my game quality have been changed. how can i resolved??
     
  36. rhodnius

    rhodnius

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    Hi @gulzaib !

    This is due to this package been a complete system, Unity asset store puts in the project settings, including the quality settings in the package, when you are about to import it you should have seen a warning about that, and just unselect the settings you did not want to import to avoid this to happen.

    If you settings where the defaults the Unity version you are using have, then just create a new empty project and copy the QualitySettings.asset file Project settings folder of that new project into yours.

    Cheers!

    Rhod
     
  37. GamePyro-com

    GamePyro-com

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    Not work anymore can you upload again and answer my questions at your tapatalk forum ?

    regards
     
  38. rhodnius

    rhodnius

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    I would be checking the API docs soon and making sure it is working.

    Thanks for the feedback, also i would be posting the answers to your questions on our forum too.
     
  39. GamePyro-com

    GamePyro-com

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    Can you send link ?

    Also have you discord or so ?

    or where contact you because at tapatalk waited much days / weeks.


    easyroads3d dev wrote : https://forum.unity.com/threads/eas...-new-road-system.229327/page-114#post-3706978



    Also friend and i tested his iTS and not Working at World Streamer no traffic shown when itsManager and Spawner is in game scene . :( Also tryed in work scene.

    Without WorldStreamer Traffic work.

    Have you tested iTS with world streamer ? No errors in log etc :(




    regards
     
    Last edited: Oct 3, 2018
  40. GamePyro-com

    GamePyro-com

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    Have you tested iTS with world streamer ?
     
  41. Robintj

    Robintj

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    When the vehicle tilts or reverses, there will be problems as shown in the following figure.

    ERROR:
    NullReferenceException: Object reference not set to an instance of an object
    TSTrafficSpawner.get_RespawnUpSideDownTime ()
    TSTrafficAI.CheckUpsideDown ()
    TSTrafficAI.controllerAI ()
    TSTrafficAI.FixedUpdate ()

    Please help me solve this problem. Thank you.

    upload_2018-10-25_11-25-23.png
     
  42. GamePyro-com

    GamePyro-com

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    ?

    You still not uploaded the API documentation ?

    And can you make that draw lanes / path like at Urban Traffic that it gets created as object in hierachy and easy movable in the unity editor by coordinates ?

    And make that more cars can be at one scene like at GTA for example that wide away cars ar not physic so much better performance and only near view cars have physic ?
     
  43. rhodnius

    rhodnius

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    Hi guys, for anyone having slowness issue on Unity 2018, you just need to use the Unpack prefab completely on the iTSManager on the scene you are editing, since on unity 2018.3+ prefabs have changed a lot.

    Cheers!
     
  44. rhodnius

    rhodnius

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    Doing such change is pretty much building the entire system up from scratch, as all the lanes information is just stored as a vector3, so i dont think that would be something on the TODO list for now.

    You can move lanes using the iTSManager and use the handles that it shows for you to move lanes, which are pretty much the same handles for moving objects on unity.
     
  45. rhodnius

    rhodnius

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    This may have to be a reference you might be missing on the inspector, check the TSSimpleCar on the inspector for that vehicle to see if you see any missing references in there, or maybe an array that has the size not 0 but no references on it.
     
  46. rhodnius

    rhodnius

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    For some weird reason i didn't got any emails form the posts here, would be checking this thread more often now
     
  47. Maeslezo

    Maeslezo

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    Hello,

    Do you have any tool for rendering/editing the traffic network ingame?

    Thank you
     
  48. rhodnius

    rhodnius

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    Currently there is no runtime lane editor in place
     
  49. TonismoGames

    TonismoGames

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    Hi ,I have just bought this asset. It is very easy to use. Problem I am having is lag in the Editor. My lane is very long. Is there a way to fix this? upload_2019-4-1_21-0-47.png
     
  50. rhodnius

    rhodnius

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    Hi thanks for your purchase! the lag on the editor is because it is linked to the prefab, just unpack it completely and it would run fine, i would be uploading a fix for this asap, so when you add the iTSManager it would unpack itself instantly, or i would just make an empty game object and add the iTSManager script.

    Sorry for the inconvenience