Simple Traffic System

  Asset, Unity3D

 

Creator : TurnTheGameOn

Version : – – Version: 1.0.56 – – Apr 23, 2021 – –

Store Asset

Description :

1.0.56

� Fixed a bug where setting STSPrefs.debugProcessTime would not be saved.

� Fixed a bug where assigning yield triggers to a prefab object via STS Tools would not mark the object dirty, resulting in the changes not being saved properly.

� Changed AITrafficController use of Physics.boxcast to BoxcastCommand.

1.0.55

� Fixed a bug where modifying AITrafficCar.frontSensorSize would not resize the sensor.

1.0.54

� Fixed a bug where STSPrefs.debugProcessTime was set to true by default in builds, resulting in unnecessary logging. This value is now set to false by default.

� Added DemoPooling_Mobile scene.

1.0.53

� Fixed a bug where AITrafficController.GetAccelerationInput was not returning the correct value.

� Exposed AITrafficController.disabledPosition to inspector; the position that cars are sent to when being disabled.

� Reduced default AITrafficController.steerSensitivity from .04 to .03.

1.0.52

� Updated minimum asset version to Unity 2019.4 LTS

� Updated Burst to 1.4.4

� Updated Collections to 0.9.0

� Added HDRP support and demo scenes; import demo scenes via STS Tools.

� Added URP support and demo scenes; import demo scenes via STS Tools.

1.0.51

� Added support for stop sign intersections with CiDy integration.

� Added Regenerate Roads option to CiDy integration. It checks if roads are using the STS configured traffic light or stop sign. If not, the correct prefab will be assigned, then the road will be regenerated to spawn it.

� Improved end of route car stop behavior, cars will now stop closer to the 2nd from last waypoint.

� Changed AITrafficStop.waypointRoutes from array to list

� Fixed a bug where deleting a waypoint through the route editor would not work, and cause an error if the point’s new route point array had an empty element.

1.0.50

� Fixed a bug where vehicle types would not always take the correct route unless it was the final point of a route.

1.0.49

� Fixed a bug where AITrafficSpawnPoint OnBecameVisible callbacks were being triggered by the scene camera, which caused inconstancies with pooling spawning while scene camera is visible.

1.0.48

� Fixed a bug where startup traffic could spawn more cars then density.

� Added AITrafficController.carsInPool value to control amount of cars that will be instantiated at scene start; detaches startup spawn amount from density, allows increasing density at runtime, up to carsInPool value, without requiring runtime instantiate.

� Added option to set first point color in Preferences menu.

� Improved end of route waypoint gizmo and new route point gizmo line coloring to better visualize new connections without anything selected, specifically at intersections.

1.0.47

� The final waypoint gizmo will be red if a new route point array size is 0, or an element is empty.

� Selecting a route, will now show green connection lines.

1.0.46

� Added new option, AITrafficController.frontSensorFacesTarget, Rotates the front sensor to face the next waypoint.

� Fixed a bug where CiDy multi lane road traffic lights were not properly setup.

� Fixed a bug where faster cars would not always stop at an intersection for a red light.

� Improved the stop position of cars approaching an intersection red light, specifically for CiDy 2 generated waypoints.

1.0.45a

� Resolved build error with CiDy integration scripts.

Version 1.0.45

� Added CiDy 2 integration, requires CiDy 2.7 or higher.

� Added Scripting Define ‘SimpleTrafficSystem’ for 3rd party asset integrations.

� AITrafficWaypointRoute.SetupRandomSpawnPoints no longer spawns the final 3 points of a route.

� STS Tools – Spawn Points Menu – SetupRandomSpawnPoints no longer spawns the final 3 points of a route.- Adjusted wheel collider values to be more stable.

� AITrafficController now spawns with a random traffic car prefab assigned by default.

� Improved various movement and physics related settings for AITrafficCars to allow for accelerating faster, and better handling at higher speeds.

� Updated Stylized Vehicle Pack prefabs with improved car settings.

� Fixed AITrafficWaypointRoute.DrawGizmos when it would not draw gizmos for short routes.

� Fixed a bug where using yield triggers would sometimes cause an error.

Version 1.0.44

� Fixed a bug where align AITrafficWaypointRoute.AlignPoints would not apply the proper rotation to the final waypoint.

� Improved movement logic to use frontSensorTransformPosition instead of carTransformPosition for more accurate distance checking while braking.

Version 1.0.43

� Updated StylizedVehiclePack integration to match the pack’s current version.

� Removed redundant variable AItrafficCar.weheels[].mesh

� Removed Brake Material field from AITrafficCar inspector, this variable is auto assigned an instanced material via the mesh renderer reference.

� Added a tab with Settings and References buttons to AITrafficCar inspector, moved inspector fields into these tabs. Improves readability.

� Added ‘Auto Rig Brake Mesh’ button to AITrafficCar inspector. Searches children to find the mesh, and material index that has the matching ‘Brake Light’ material name, set in Preferences.

� Added ‘Auto Rig Wheel Mesh’ button to AITrafficCar inspector. Searches children to find the meshes that have the matching ‘Wheel’ names, set in Preferences.

Version 1.0.42

� Improved stopping at traffic light stop-position accuracy, cars will now stop closer to the 2nd from last point.

Version 1.0.41

� Updated Burst dependency to 1.4.2

� Moved sensor size/length and minDrag/AngularDrag variables from AITrafficController to AITrafficCar. This allows car prefabs to have more unique variations in their settings.

Version 1.0.40

� Added StuckTimeOut utility script to disable or move the car to the pool when stopped for a duration.

Version 1.0.39

� Improved AITrafficLightManager to log a warning and disable itself if no lights are assigned.

� Improved AITrafficController inspector, foldout menus were changed to tab menus for better visibility.

� Added Documentation and Discussion Forum links to ‘Tools > SimpleTrafficSystem’ dropdown menu.

Version 1.0.38

� Added IsLeftSensor method to AITrafficCar, returns true if right sensor is triggered.

� Added IsRightSensor method to AITrafficCar, returns true if right sensor is triggered.

� Added IsFrontSensor method to AITrafficCar, returns true if front sensor is triggered.

� Updated burst to 1.4.1

Version 1.0.37

� Added WaypointRoutes array to AITrafficLight, allows assigning multiple routes to a single light. The single WaypointRoute field remains, to avoid breaking any projects while updating, it will be removed in a future version update.

� Added support for adding/removing routes at runtime

� Added support for adding/removing spawn points at runtime

� Added isRegistered bool to AITrafficWaypointRoute

� Added isRegistered bool to AITrafficSpawnPoint

� Added RegisterRoute and RemoveRoute methods to AITrafficWaypointRoute

� Added RegisterSpawnPoint and RemoveSpawnPoint methods to AITrafficSpawnPoint

� Added GetRoutes method to AITrafficController, returns AITrafficWaypointRoute[]

� Added GetSpawnPoints method to AITrafficController, AITrafficSpawnPoint[]

� Added SpawnRegisteredTrafficEverywhere method to AITrafficController, allows respawning all cars in the same manner as scene startup

� Added DisableAllCars method to AITrafficController, requires pooling

� Added EnableAllCars method to AITrafficController

� Added RemoveSpawnPoints method to AITrafficController

� Added RemoveRoutes method to AITrafficController

� Fixed a bug where moving cars to the pool would not reset the spawn point isTrigger to false if it was true

Version 1.0.36

� Improved how the first car at a red light will stop; the car will now smooth into a stop over time instead of stopping immediately.

� Fixed a bug where front wheels would jitter while stopped.

� Adjusted timing and grouping of southern intersection lights in demo scene foe better traffic flow.

� Adjusted front sensor transform position on car prefabs to behind collider bounds, ensuring detection is always happening.

� Added zero friction physics material to car prefabs, prevents sticking together after collision.

Version 1.0.35

� Added RandomSpeedFluctuation utility script that can be attached to traffic car prefabs to set a random speed between a specified min/max every x seconds.

Version 1.0.34

� Added 2 new methods for updating the car’s top speed

AITrafficCar.SetTopSpeed(float speed)

AITrafficController.SetTopSpeed(int index, float value)

� Added 2 new methods for instructing AI cars to lane change when able

AITrafficCar.SetForceLaneChange(bool value)

AITrafficController.SetForceLaneChange(int index, bool value)

� Added PlayerTriggerLaneChange utility script and prefab, uses a trigger detecting a tag to instruct the car to change lanes when able.

� Changed AITrafficCar prefab tag from Player to Unassigned

Version 1.0.33

� Moved STS Tools Handle Customization Options to Preferences menu.

Version 1.0.32

� Added AITrafficController.GetTrafficCars method, returns an AITrafficCar array of registered cars.

� Added centerOfMass script to utility folder. Attach this component to an AITrafficCar, defines a custom rigidbody center of mass position.

Version 1.0.31

� Attempt new submission to avoid package dependency bug (support ticket #924424), manually editing json package manifest file to omit default project packages and package manager UI.

Version 1.0.30

� Improved EngineSound script so that it can be added without any setup required.

Version 1.0.29

� Added Arrow Gizmo Scale option to STS Preferences window.

� Now using ‘Include Package Manager Dependencies’ as per asset store guidelines.

Version 1.0.28

� Improved AITrafficWaypointRoute inspector.

� AITrafficWaypointRoute ‘Spawn From AITrafficController’ option now reveals a ‘Spawn Amount’ value, used to define how many cars to spawn from AITrafficController prefab list. This will prevent user error from ambiguity when using this setting.