EasyRoads3D Pro v3

  Asset, Unity3D

 

Creator : AndaSoft

Version : – – Version: v3.2.1f2 – – Dec 7, 2021 – –

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Description :

v3.2.1f2 release date: 03-12-2021New:- Support for HDRP 12.1.1Improved:- Roundabouts, distribute connections evenly at equal distances / anglesChanged:- Space to toggle on and off the highlight surfaces has changed to Ctrl + Space to avoid intereference with new space bar options in Unity 2021.2Fixed:- Side objects not aligning with adjusted road shapes at connections with X or Z axis rotations- Indent and Surrounding values not updating to the default road type values after changing the road type of a specific road object- Miscellaneous other small bugs and improvements————————————————v3.2.1f1 release date: 01-11-2021New:- Support for Unity 2021.2- Scene View handles for customizing the Indent and Surrounding surfaces to adjust the terrain.- General Settings > Scene Settings > Terrain Cell Angle Threshold, this can be used to automatically adjust the surrounding value and control the steepness of the terrain when there are height differences between the road and the terrain.Improved:- Auto generated Side Objects: new option “Strict Rules”.The preset will only be selected when the terrain profile matches all set rules for this side object preset. This os useful for stepped walls to avoid them from being generated on road sections where this side object will not fit well.Fixed:- Manually activated side objects starting and ending one spline point further then the actual road marker position- Miscellaneous other small bugs and improvements————————————————v3.2.0f5 release date: 02-07-2021Improved:- Additional I connector API options for blending roads- Additional Side Object API options- Scene View Offset handles for both road sides when “Dual Sided” is active- Offsets for auto generated side objects based on terrain height differencesFixed:- Manually activated side objects starting and ending one spline point further then the actual road marker position- Miscellaneous other small bugs and improvements————————————————v3.2.0f4 release date: 21-06-2021Improved:- Auto generated tunnels and terrain holes at the start and end of the tunnel- Auto generated bridge sections and updating terrain heights relative to the terrains heightmapscale regardless the road resolution- A Side Object Refresh button will be available in the right bottom of the Scene View window to quickly visualize the side object after changes in the Side Object Manager. This button will be active when a road is selected and when the selected side object in the Side Object Manager is active on this road. Ctrl + U will do the sameFixed:- Miscellaneous other small bugs and improvements————————————————v3.2.0f3 release date: 18-05-2021New:- Auto generated side objects in the Props tab, “Double Sided” option. The side object will be generated on both sides of the road. This is useful for example for auto generated curbs on both the left and right side in bends on race tracksImproved:- Random road tilting / rotations are now ignored on auto generated bridge sections- Option to highlight the selected marker sectionFixed:- Latency when updating side object type of objects (no roads involved) that are marked as static- Inspector issues with reversed Min Max values for terrain offset slider controls in recent URP and HDRP versions- Side object type of object selection issue when selecting a marker on top of an actual road object- Miscellaneous other small bugs and improvements————————————————v3.2.0f2 release date: 27-04-2021New:- URP and HDRP Support packages will auto importFixed:- Missing new Connection Prefabs in v3.2 demo project- Miscellaneous other small bugs and improvements————————————————v3.2.0f1 release date: 24-03-2021New:- Auto generated side objects based on rules, the terrain shape and the road shape- Terrain hole support for tunnels, this is in preview status. The results depend on the terrain specifications. The provided tunnel examples are tested on terrains with the default settings, 500×500 and 1000×1000, heightmap resolution 512- Submesh support for procedural side objects- Direct scale option for Procedural and Shape Type of side objects in the General Settings- Automatic start, middle, end section extraction of source prefabs for procedural side objects by using a naming convention for each section in the model- Stepped side object support for Procedural side objects by including stepped sections in the source prefab. The new demo package includes an exampleImproved:- Inside the Unity editor side objects are now spawned using the original prefab through PrefabUtility- Sideways X Position control for side objects per marker- Normals calculation for Propcedural side objects- Procedural and shape type of side object sections can now clamp between marker sections. This gives better control over the side object shape on straight sections and corners near markers.- Optional start and end caps support for shape type of side objects.- A single side object can be used for both the right and left side of the road- Road shape scale option per marker using the default Unity scale toolFixed:- Miscellaneous other small bugs and improvements————————————————v3.1.9f6 release date: 21-10-2020Update 15-02-2021: V3.2 Beta 10New:- Select a road in the hierachy, hit the F key, the Scene View cam will zoom to the road, and auto select the road in the road network- Beta 3.2 Beta 10 package in /Assets//EasyRoads2D/Beta Release/Improved:- Mesh type of side objects, “Average by Road Length” just below “Distance between Objects”. By default this is switched on. “Distance between Objects” will be recalculated so the last instance is positioned at the end of the track. When switching “Average by Road Length” off the real “Distance between Objects” value will be used- Road Type updates for scene instances respecting custom road specific settings like road resolution / Angle Threshold settings and also side object specific settings- Added to marker alignment options “Align XZ”, the markers between the two selected markers will be aligned in a straight line between these two markers preserving the original heightsFixed:- The terrain splatmap not being restored correctly through the API after swtiching back to Edit Mode when the road network object is created at runtime- Possible side object related errors when roads based on a road type are created through the scripting API- The situation where clicking the position gizmo of a road marker (with another road marker behind it) results in the other marker being selected – Miscellaneous other small bugs and improvements————————————————v3.1.9f5 release date: 29-06-2020New:- v3.2 beta 5 package in /EasyRoads3D/Beta Release/Changed:- Previously road markers were selectable regardless the status of the Scene View toolbar. This could result in unexpected behaviour. Just like with ordinary game object selection it is now no longer possible to select markers with the Hand tool active (the Q key). To select the marker please make sure to have one of the transform tabs active, usually the Move Tool (W key)Improved:- Mesh type of side objects, “Average by Road Length” just below “Distance between Objects”. By default this is switched on. “Distance between Objects” will be recalculated so the last instance is positioned at the end of the track. When switching “Average by Road Length” off the real “Distance between Objects” value will be used. – Road Type updates for scene instances respecting custom road specific settings like road resolution / Angle Threshold settings and also side object specific settings. These settings will only be updated when they match the original road type settings.Fixed:- Miscellaneous other small bugs and improvements————————————————v3.1.9f4 release date: 23-03-2020New:- Marker Road shape control through the scripting API: ERRoad.GetRoadShapeNodes(int markerIndex), ERRoad.SetRoadShapeNodes(int markerIndex, Vector2[] nodes) , ERRoad.SetRoadShapeNodes(int[] markerIndexes, Vector2[] nodes)Changed:- Scripting API: Obsolete ERRoadNetwork.GetSourceConnectionByName(string name). This is replaced by ERRoadNetwork.GetConnectionPrefabByName(string name)Improved:- The marker alignment options when 2 markers are selected can now also be used for two road object sections connected with an I Connector- Unity 2019.3, Inspector foldouts can now also be opened by clicking on the arrow just like in previous Unity versionsFixed:- Scripting API: ERRoad.SplitRoad(int markerIndex)- Missing Category selection option for side objects in the Side Object Manager- Miscellaneous other small bugs and improvements————————————————Full Release Notes History:http://easyroads3d.com/releaseNotes.php