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Road Architect: Roads, intersections and bridges for Unity [RELEASED]

Discussion in 'Assets and Asset Store' started by MicroGSD, Mar 5, 2014.

  1. Extrakun

    Extrakun

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    We have just gotten the plugin and have been trying to get it to work in web player too. Can anyone share some info on what can be done? I can look at the source code , just need an idea of it I just need to wrapped some code around complier directive.
     
  2. Unplug

    Unplug

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    this look really nice, i'll keep an eye on that one. Big applause for the developper
     
  3. Marek_Bakalarczuk

    Marek_Bakalarczuk

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    Does anyone knows how to decrease intersection creation radius?????
     
  4. Meceka

    Meceka

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    I asked that simple question to developer looong time ago and didn't receive an answer. This project is abandoned, if anyone is willing to purchase please consider that you won't receive updates nor support and it's full of bugs.
     
    Last edited: Nov 19, 2014
  5. Marek_Bakalarczuk

    Marek_Bakalarczuk

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    Great. Is there any suitable solution for roads drawing with side objects? EasyRoads don't draw intersections
     
  6. droderick

    droderick

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    I don't understand why so many people are not happy with this plugin, yet it gets four stars on the asset store. This plugin has cuased wasted many days worth of work and thousands of dollars.
     
  7. hopeful

    hopeful

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    I think the good reviews happened early on with this kit based on the direction it was heading, but as development efforts dwindled asset owners didn't return to change their reviews.
     
  8. Meceka

    Meceka

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    There were many promises about this asset, many new features in the big May update, then that update was delayed to June, then july, august, ... There was going to be a traffic asset, etc. We didn't receive any update since initial release. I gived 5 stars for this asset because initially developer was listening to recommendations and I thought developer was going to keep working on this and improve it, I have switched from easyroads to road architect just hoping it will evolve better. But now developer can't give even his 15 minutes weekly to support buyers of his asset. I feel fooled as he just disappeared without posting anything.
     
  9. toxtronyx

    toxtronyx

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    Same over here. A lot of promises were made I also offered help with the european content packs since I have made hundreds of road signs and I really relied on the features GSD announced for the next update. Fortunately we decided about 2 months ago do write our own system but that totally messed up our time frame and project planning and caused a massive load of problems for our current product. However. Maybe we sell our own solution at a reasonable price and it will definetely be updated over time since we need it in at least 2 more products.
     
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  10. Unplug

    Unplug

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    keep us update toxtronyx
     
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  11. Meceka

    Meceka

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    I am also interested in your road system toxtronyx.
     
  12. longroadhwy

    longroadhwy

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    Thankfully full source code is included.

    Actually I wonder how many assets in the asset store are run by a single person? My guess is the majority are. If that person working on asset had a major life event (e.g. car accident) that could put someone out of contact for a long time. Unfortunately with organizations being so small it is hard to know what the issue is. It is definitely different then dealing with IBM size companies.
     
  13. Unplug

    Unplug

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    yah but it also why unity is so popular, the community is really strong and i prefer to deal with a devoted person than a ibm size company
     
  14. longroadhwy

    longroadhwy

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    Agreed a devoted person certainly makes a huge difference.

    Depending on your SLA (service level agreement) with a IBM size company you can get a dedicated person to support you so you only have one interface to the IBM size company. You can get 24x7 on-site support with full team to support you for everything hardware and software with down-time limited to 5 minutes per year too.
     
  15. JBR-games

    JBR-games

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    Well i hope all is well with the team at RA. Im disappointed that this project seems to be abandoned. Glad i waited for the coming updates before i bought the package, as i would have been a bit upset to buy a package for the promised updates that never came. Maybe well all be surprised and they will deliver the new update soon. We can hope right...
    So after 6months of waiting for the new update i decided to go with easyroads3Dpro as they have a customizable intersection system with the v3 beta now (what i was waiting for with RA). Ill still keep an eye on RA in hopes that they deliver on their update, as i think its still has the most potential.
     
  16. Unplug

    Unplug

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    thanks for the cue JBR i'll check that, i thought the other one was dead too
     
  17. rene007

    rene007

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    Hi ,

    I bought the RoadArchitect tool. At first, I didn't find any problem on the platform "PC, Mac and Linux..." but when I changed to platform Web Player, RoadArchitect stopped working and the error message below is displayed:

    "Assets / RoadArchitect / GSDRoadUtility.cs (3928.43): error CS0103: The name 'TDATA' does not exist in the current context"

    How can i fix it please !
     
  18. OskarSwierad

    OskarSwierad

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    EDIT: It's been several days since I sent my email to the developer. Still no reply. The project is abandoned.
    The bugs are critical. I had to export our whole road system and now I'm fixing it by hand, in a 3D software.
    Making intersections just destroyes the roads in most cases.
    I really don't recommend buying it, until the author returns to work on it.

    Original post:
    1.
    I have a terrain which some fragments are below sea level. That's why I set it's Y position to ~400 units.
    How do I prevent Road Architect from resetting the terrain Y position to zero?

    What do I risk by commenting just the 3rd line here? (GSDRoadUtility.cs)

    Code (csharp):
    1. if (!GSDRootUtil.IsApproximately(tTerrain.transform.position.y, 0f, 0.0001f)) {
    2.     Vector3 tVect = tTerrain.transform.position;
    3.     //tVect.y = 0f;
    4.     tTerrain.transform.position = tVect;
    5. }
    2. I see this error very often. "Update Intersection" does nothing in such cases. "Update all roads" also doesn't help - sometimes it can even delete the entire road in the viewport.


    3. After creating intersections in a very simple scene:
    Code (csharp):
    1. NullReferenceException: Object reference not set to an instance of an object
    2. GSD.Threaded.GSDRoadCreationT.RoadJob_DoPrelim (.GSDRoad& tRoad) (at Assets/RoadArchitect/GSDRoadUtilityT.cs:1456)
    3. GSD.Threaded.GSDRoadCreationT.RoadJob_Prelim (.GSDRoad& tRoad) (at Assets/RoadArchitect/GSDRoadUtilityT.cs:861)
    4. GSD.Threaded.RoadCalcs1.ThreadFunction () (at Assets/RoadArchitect/GSDRoadUtilityT.cs:6471)
    5.  
    6. IndexOutOfRangeException: Array index is out of range.
    7. GSD.Threaded.GSDRoadCreationT.ProcessRoad_UVs_Intersection_MainPlate2 (GSD.Roads.RoadConstructorBufferMaker& RCS, UnityEngine.Vector3[] tVerts, .GSDRoadIntersection GSDRI) (at Assets/RoadArchitect/GSDRoadUtilityT.cs:6045)
    8. GSD.Threaded.GSDRoadCreationT.ProcessRoad_UVs_Intersections (GSD.Roads.RoadConstructorBufferMaker& RCS) (at Assets/RoadArchitect/GSDRoadUtilityT.cs:5644)
    9. GSD.Threaded.GSDRoadCreationT.RoadJob2 (GSD.Roads.RoadConstructorBufferMaker& RCS) (at Assets/RoadArchitect/GSDRoadUtilityT.cs:4739)
    10. GSD.Threaded.RoadCalcs2.ThreadFunction () (at Assets/RoadArchitect/GSDRoadUtilityT.cs:6506)
    Unity 4.6.1 f1
     
    Last edited: Dec 19, 2014
  19. rene007

    rene007

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    Hi
    I have the same problem
    Could you, please, help me to settle this problem!
    Thank you
     
  20. toxtronyx

    toxtronyx

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    I hope it is ok to write that here but some people asked for our road system so please check my signature ;-)
     
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  21. raoul

    raoul

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    It has been a while since I visited this thread. Like toxtronyx no intention to intrude, just as a response to the above comment, v2 indeed does not support intersections, but v3 does.
     
    hopeful likes this.
  22. Marek_Bakalarczuk

    Marek_Bakalarczuk

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    Oh. Is v3 is out now?.
     
  23. raoul

    raoul

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    It is still in beta but betas are available and fairly stable. Side objects are coming, please ask in the EasyRoads3D v3 WIP thread (link is in my signature) if you have further questions.

    Raoul
     
  24. TFG2

    TFG2

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    It has been almost an year since I have been working with Road Architect. Coming from Easy Road 3D free version this was definitely an upgrade in sense of quality of roads and ease of implementation with the spline based system.

    The major issues I had with this plugins are:

    - Intersections
    - Joining railings or other road side objects till the end of Intersections
    - Nodes wanting to connect to each other, and if you allowed that to happen you would have a mess in the scene.

    Benefits

    - Using side objects like custom pavements inside RA's own and deploying it across roads instead of putting it manually
    - Visually appealing output
    - It has more benefits but the frustration that builds up outweighs them.

    It has reached to a point now, where I cannot think about touching a node, just to see other things mess up and i have to redo what i did.

    I am really hoping for this plugin to sort out its issues and provide us with a stable and stress free implementing experience.
     
  25. hakankaraduman

    hakankaraduman

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    It seems the package is updated, does that mean it is not abandoned anymore?
     
  26. hopeful

    hopeful

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    I don't know if there was a software update to download, as I don't own RA, but I see the price has dropped to $20.

    Hmm. I notice a review made 2 days ago says that "Update with bug fixes is coming within next days, received it via email from author - no issues found so far."
     
  27. longroadhwy

    longroadhwy

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    The asset store version of Road Architect is now 1.2 and now requires Unity 4.6.1

    1/15/2015 - New in version 1.2
    Added support for lightmapping (select static roads on each road)
    Added support for DX11
    Fixed pink road issue for DX11 (shader issue).
    Fixed tDATA error on web player.
    Fixed 50+ issues from 06/01/2014 to 01/15/2015.
     
    Last edited: Jan 18, 2015
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  28. longroadhwy

    longroadhwy

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    Glad the developer was able to update this asset too.
     
  29. JBR-games

    JBR-games

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    Glad to see it got updated. Can anyone tell me other than bug fixes, were there any nice upgrades like different road size intersections?
    With the new lower price does that mean the product will still be supported in the future?
    Thanks in Advance.
     
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  30. hopeful

    hopeful

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    Just guessing here, but my assumption is that there is no commitment to future updates or support, and that's why the price dropped.
     
  31. Meceka

    Meceka

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    I had this update about 5 months ago. I mailed him about "road wasn't working on lightmapping" , and he sent me that update with e-mail before sending to asset store, i checked it and it's completely same with this one published on asset store. (He just added a weird changelog I suppose). I have no idea why he didn't publish this update when it was ready. There are no 50 bugfixes, and this update breakes side object feature. Just try to add a custom extrusion or edge object on any node and you will see that it's un-usable. Saved sideobjects still work though.
     
  32. longroadhwy

    longroadhwy

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    Interesting. I only get updates from the asset store and not from the developer directly.
     
  33. hopeful

    hopeful

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    It's not hate. Not sure why you interpret it that way. Fact is, I went ahead and bought RA when it went to $20 because of the current level of functionality.
     
  34. Marek_Bakalarczuk

    Marek_Bakalarczuk

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    Is there a method to disable Alt+Mouse refreshing action?
     
  35. droderick

    droderick

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    I would suggest that the developer mention what the "50 bugfixes" are.

    We have this plug in and are bound to it because we are too far along in our project to abandon it now. Still can't manage to recommend this plugin in any way.
     
  36. sheenrox82

    sheenrox82

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    Does anyone know if the current update on the Unity Asset Store has the ability to make onramps/entrance ramps? Thanks! I plan to buy this asset soon.
     
  37. iNoX

    iNoX

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    Hello, i just tested this asset out, and my roads is pink? I tried to follow the tutorials but i cant set texture, neither does default texture work for me, any tips?
     
  38. nickyoso1

    nickyoso1

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    Does anyone know how I can access the total length of the road and the length from node to node?

    I can access the grade of the road through the GSDSplineN class but I can't seem to find the distance.
     
  39. dibdab

    dibdab

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    I bought it. its a good product, and great amount of work, but it has 2 shortcomings.
    1. the polycount. it should be max100k for square km, and meshes like bridges, side objects should be full 3d objects, so could be destroyed. deforming to terrain's never gonna happen because if its lower polycount, z-fightings always going to be an issue. as I understood it 'draws' the terrain under the road, but its not necessary either, just use (or make available using) meshes that already has that piece of ground beneath the road (and surrounding terrain can be done after generating the road network). ok, so the polycount. the road bendings need the most definition, so the mesh-pieces should be more dense in the curve (to not get blocky) than on the straight ways. this eliminates the possibility of using road paintings on the texture (those could 2d decals), but by this distribution of polys where they are needed, reduces polycount and keeps the quality.
    2. no intersections. again. if everything fails, use (or make available using) meshes.
    .
    also, if you need 3d modellers, just say and I'm sure theres a couple of them will help you out.
     
  40. ZJP

    ZJP

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    Hi,

    I see no demo with dirt road like your competitor It's possible?
     
  41. poony

    poony

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    I purchased and tinkered with this product over the weekend and my thoughts are mixed on it, but overall, worth the $20, as long as you're patient with the product. Let me explain...

    Overall, it does everything it says - it builds bridges, intersections, roads, with the ability to customise many parts of it.

    BUT...you have to understand the limitations of the software, which hasn't been made clear by the author. For example, when building intersections, it must be a certain distance away from the next intersection (which depends on how big you build your roads), otherwise the splines and nodes get messed up, and you have to start your road system all over again.

    Once you understand these limitations, and identify workarounds for them, it is a good tool.
     
  42. snowcult

    snowcult

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    I'm having trouble getting side roads to connect to main roads, and how do I reduce the bending? I want a sharp corner and I just get this massive arc.
     
    Last edited: Feb 25, 2015
  43. Mad_Mark

    Mad_Mark

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    Fantastic tool. It literally took me 10 minutes to build 2 long, winding, parallel roads and 18 intersections in my city scene. Even dropped in a couple of traffic lights. I must say, I am very impressed with this tool. I picked up Mapity at the same time. Is there any information available regarding integration or use together yet? It would be sweet to have Mapity build the roads for me since I am using OSM data...

    Another lazy hobbyist.
    Cheers!
    Mark
     
  44. hopeful

    hopeful

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    The dev for Road Architect hasn't visited the Unity forums since Sept 27, 2014.

    Best to try the email he gave for support: support (at) microgsd (dot) com
     
    Last edited: Mar 11, 2015
  45. sathya

    sathya

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    Quick Question. Does this support unity 5 ? Do all modules work fine with unity 5 terrains like procedural bridges and road shaders ? If so i ll make the purchase asap. Thanks
     
  46. Frogger007

    Frogger007

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    Hi wheretheidivide,

    i have replaced the lines
    ''MR.castShadows = false;"
    to
    "MR.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;"

    Hope this is the right solution !
     
  47. hopeful

    hopeful

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    Very happy to download the RA update today! Haven't tried it out yet, but glad to see it. :)
     
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  48. erdoganuguz

    erdoganuguz

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  49. JamesL98

    JamesL98

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    Why does my terrain height continuously set to 0?!!!! and the road doesn't even look like it does in the preview?
     
  50. Mad_Mark

    Mad_Mark

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    I'm a tad discouraged. I did whip up a quick series of roads as posted above, but the errors when you start intersecting at more than a few points are just intolerable. That and the bridges generating a 65000 poly error, there can't be THAT many polys in 2 short bridges! No response to my emails at the address listed. I wonder what actions can be taken against either the "company" or the asset store for continuing to sell abandoned wares? $20 aint much, but I would rather support a developer that is supporting his product...
     
  51. Frogger007

    Frogger007

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    You can read this on his website: "Future support Guaranteed updates until at minimum 2016."