Unity3D - Road & Traffic System - Update 2 0 (Sneak Peak)

Published: 28 January 2015
on channel: Wireddevelopments
9,506
21

We've been busy updating the features of our Road & Traffic System for Unity3D and have a BIG update on the way.

Update includes:
ALL NEW road pieces in High Detail and Mobile Detail!

Roundabouts are here for 2, 4 and 6 Lanes!

New 2, 4 and 6 Lane corner road pieces with realistic curves.

AI car braking now has progressive slow down and accelerate.

You can enable all car front lights instantly. Perfect for night scenes. Just call the function "TrafficSystem.Instance.SetAllVehicleFrontLights( true/false )" found in the TrafficSystem.cs script

Road Pieces now have speed limits so vehicles can determine what speed they should be doing at certain locations on your road network. If a speed limit isn't given to a certain set of road pieces than the global "TrafficSystem.cs" m_globalSpeedLimit is used. Like everything, this can be enabled and disabled per vehicle prefab so you are not bound to using this for all or individual vehicles.

Reveal buttons for all links so you can display all links before connecting them (makes development of road networks very easy!)

All (T and Cross) Intersections and Roundabouts are fully constructed for you in 2, 4 and 6 Lane Prefabs, just drop and use!

Fix for collision causing cars to spin at one position constantly. This is caused by the collider of the vehicle coming in contact with the collider on the ground. All cases can be sorted by setting the "Offset Pos Val" of a vehicle "under" the lowest point of the vehicle so that the vehicle collider never really comes in contact with the ground while still looks like it is driving on the road. There is a nice little yellow square representing the Offset Pos Val in the editor now to make things super easy to tune.

Many more smaller improvements to help with road network construction and custom vehicle construction.


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