Search Unity

  1. Improved Prefab workflow (includes Nested Prefabs!), 2D isometric Tilemap and more! Get the 2018.3 Beta now.
    Dismiss Notice
  2. The Unity Pro & Visual Studio Professional Bundle gives you the tools you need to develop faster & collaborate more efficiently. Learn more.
    Dismiss Notice
  3. Let us know a bit about your interests, and if you'd like to become more directly involved. Take our survey!
    Dismiss Notice
  4. Improve your Unity skills with a certified instructor in a private, interactive classroom. Watch the overview now.
    Dismiss Notice
  5. Want to see the most recent patch releases? Take a peek at the patch release page.
    Dismiss Notice

[RELEASED] ProRoad

Discussion in 'Assets and Asset Store' started by Creative-Pudding, Jun 15, 2018.

  1. Creative-Pudding

    Creative-Pudding

    Joined:
    Nov 7, 2014
    Posts:
    43
    Hi Guys

    We are proudly presents our new package for Unity: ProRoad

    ProRoad is a road creation tool for Unity, which follows the same principles as professional road being made. These basic concepts together with many rich features makes it not only easy to use but a perfect solution for any car games, where roads are important.

    Compatible with Unity 2017.x and Unity 2018.x.

    ProRoad and it's tool set has been used for making our successful racing game Revhead. We decided to release these tools for the public to help get over those obstacles, which comes when you are making a simulation game.

    ProRoad comes with features like radius based curves, road banking, intersections, segment-based material/texture usage, road bumps, terrain tree/detail clearance or automatic (value based) indentation. The generated road mesh is exactly on the terrain surface with the same tesselation without any offset. Special shader is provided to avoid Z-fight issues. There is a Decal mesh generator in the package to make road paintings, oil stains and other cool visual content, a Surface map detection tool to allow to set different road surface types such as tarmac, gravel, dirt and more.

    ProRoad also comes with additional tools, such as ObjectPlanter tool, Logger module, Surface map tool, Decal mesh generator to help adding objects or integrate it with your scene in your own game.

    Website: http://www.creativepudding.com/proroad

    Unity Asset Store: https://assetstore.unity.com/packages/tools/modeling/proroad-119351

    Please come back with feedbacks and your wish list!





    Support:
    In case you need quick answer to your question, please send an email. You can find our support mail on the product page.
    We can't guarantee quick response time on the forum, but we always do our best to answer mails as quickly as possible!

    Have Fun!
     
  2. TokyoDan

    TokyoDan

    Joined:
    Jun 16, 2012
    Posts:
    1,063
    Hi. I am interested in this asset. Is there a trial or demo version?
     
  3. trafalmejo

    trafalmejo

    Joined:
    Sep 29, 2018
    Posts:
    3
    Hi, I am interesting in this product as well. It feels like a powerful tool but without many documentation though.
    Two question:
    1. Is it possible to generate roads during runtime?
    2. Is it possible to auto detect crossed roads and creating road intersections?

    Thanks!
     
  4. Creative-Pudding

    Creative-Pudding

    Joined:
    Nov 7, 2014
    Posts:
    43
    We don't have trial version yet, sorry.

    Regarding the realtime generating of roads and cross-roads: no it is not supported.
    We made this tool to support or game, to allow us to use multiple textures, proper alignment with terrain and fine tune possibilities all with high performance so the game would not have performance issues due to the roads.
    You can edit the road "realtime" in the editor, but once the game is running it will use a pre-generated terrain and assets.
    The reason we are doing this way and the approach we are taking is for performance and supporting race games, where realtime road surfaces detection is just as important as looks or drivability. Also, most cases games like ours would required a well designed road or circuit, which needs to be fine tweaked during test runs, so our goal was to provide a tool which can help with creating and fine tune it, then use it with as less performance as possible during the game.