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Feedback Traffic system integration with Easy roads

Discussion in 'Assets and Asset Store' started by michealcaj, Dec 11, 2020.

  1. michealcaj

    michealcaj

    Joined:
    Aug 18, 2017
    Posts:
    191
    Hello devs...

    Features:

    Auto generated traffic nodes

    Auto generated spawnpoint

    Auto rigs large City roads for AI traffic

    How to get started




    Ultimate traffic controller



    Easy roads system




    NEW UPDATE COMING SOON

    Key Features


    1. Auto generated nodes tool : this enables fast creation of nodes,it's meant for those working on mega cities
    2. Pedestrians can now make use of the zebra cross.


    How to use the auto generated node tool



    Pedestrians


     
    Last edited: Feb 27, 2021
    Gekigengar likes this.
  2. RabidBat

    RabidBat

    Joined:
    May 2, 2015
    Posts:
    15
    Looks cool,does this work with the "LITE" version?
     
  3. michealcaj

    michealcaj

    Joined:
    Aug 18, 2017
    Posts:
    191
    No sir it doesn't work with the lite version
     
  4. RabidBat

    RabidBat

    Joined:
    May 2, 2015
    Posts:
    15
    Thanks for replying. I've just bought the lite version for now, would of been good to have it work with this EasyRoads3D integration and then upgrade to your full version traffic system later once I'm familiar with it and ready to move out of just prototyping my game.

    Be a while until I get there, but I would of bought this if it integrated with the lite system in a heartbeat.

    While I am at it, is it easy to upgrade to your full traffic system from lite, or do your need to redo everything from scratch?
     
  5. michealcaj

    michealcaj

    Joined:
    Aug 18, 2017
    Posts:
    191
    Th full version is almost thesame with the lite , major differences are

    -Auto generated spawnpoints in the full version you do not need to go through the stress of creating spawnpoints

    -Easy roads integration

    -smarter Ai

    -pedestrains system



     
  6. RabidBat

    RabidBat

    Joined:
    May 2, 2015
    Posts:
    15
    Yeah I have seen the features on the store page and am aware what the full version can do.

    What I am asking is if I use the lite version now and decide to upgrade to the full version in the future, will the full version just import over the top of the lite versions existing files, or will I have to start everything from scratch?

    Project upgrade versus project restart?

    I'm not keen to spend hours in the lite version laying out traffic paths manually just to then find I have to scrap it all and start again later on down the track. Like is the work a user does in the lite version compatible with the full system?
     
  7. michealcaj

    michealcaj

    Joined:
    Aug 18, 2017
    Posts:
    191
    Okay you'd have to delete the UTC lite folder completely before you install the full version,

    Tell me me do you make Use I f someone the easy roads, if you do you must update Easy roads to v3.3.a1 this VERSION supports the new lane data and UTC integration ,
    If you don't have Easyroadv3.3 you'd Still manually place nodes in the full version
     
  8. Swerve-Studios

    Swerve-Studios

    Joined:
    Jan 26, 2022
    Posts:
    3
    Is there a document that explains the different variables in the "Spawn Manager"? I didn't see any in the manual and was having trouble getting the spawning behavior I would like. I essentially need the spawners to work if I am say within 1000m but also stop spawning if I am within ~80m
     
  9. Andreas12345

    Andreas12345

    Joined:
    Oct 17, 2013
    Posts:
    523
    Currently i have this error:
    Assets\UTC_EasyRoadsIntergration\Scripts\ESLaneAlignment.cs(42,12): error CS0246: The type or namespace name 'VehicleLocation' could not be found (are you missing a using directive or an assembly reference?)

    I use Unity Vers. 2020.3.42f1
    EasyRoads 3.3.b8
    And your Integration and UTC
     
    Last edited: Feb 18, 2023