EasyRoads3D - Release Notes History





v3.2.3f3 Feb 1st 2024


New:

  • URP 16.0.5 support


Improved:

  • LOD Levels: the default MeshCollider is now active for all LOD Levels

  • Side Object Start and End Offset changes in the Side Object Manager will now always update all scene instances when the offset value for that road marker matches the original offset value of that side object


Fixed:

  • Miscellaneous small bugs

 

 

v3.2.3f2 Nov 17th 2023


Improved:

  • URP 15 support

  • Multi terrain tile setup - terrain heightmap changes matching the road network shape with I Connectors on terrain tile edges


Fixed:

  • Issues in newer Unity versions when opening custom and dynamic prefabs in the project folder

  • Side Object placement issues with custom X position values when the default X position value is 0

  • Miscellaneous small bugs

 

 

v3.2.3f1 July 21st 2023


New:

  • Unity 2023 URP and HDRP 15 is now supported


Improved:

  • Start and End object can now also be set for Mesh type of side objects


Fixed:

  • Miscellaneous small bugs

 

 

v3.2.2f3 May 12th 2023


New:

  • OSM road data import through the scripting API


Improved:

  • Start and end positioning of auto generated barriers on Circular sections

  • Inspector and Scene View behaviour after a road object is selected in the hierachy and one of the EasyRoads3D toolbar tabs in the Inspector is selected. The F key can be used to zoom in to the selected marker afterwards


Fixed:

  • Duplicated side objects after "Refresh Road Network" for road network objects that are marked as a side object and for which no actual road mesh is created

  • Inaccurate Offset values for additional side objects relative to auto generated retaining walls

  • Miscellaneous small bugs

 

 

v3.2.2f2 Jan 3rd 2023


New:

  • Support for Unity 2022.2


Improved:

  • "Duplicate Object" will now duplicate all selected objects when multiple objects are selected

  • The W key can now also be used to set global orientation for the road marker position handle


Fixed:

  • Side Objects not linking to the prefab in the project folder after changes for a specific road object or after updating scene instances of a specific side object

  • Miscellaneous small bugs

 

 

v3.2.2f1 Aug 31st 2022


New:

  • Side Objects on Connection objects, including Custom Connections. For Custom Connection prefabs the curves for side objects on the edges can be customized if necessary in the Unity prefab editor after opening the prefab from the project folder in the Inspector window

  • New material & shader package for the latest URP versions


Improved:

  • Mesh extraction optimizations for Custom Connection models

  • Instantiated objects from prefabs in the project folder will inherit the static state of this prefab

  • Option to flip UV coordinates in y direction for roundabout connections


Fixed:

  • UV coordinate issues with non square textures in the Shape type of side object editor window

  • v3.2.1f4 issue when pulling out road objects from a connection and instantly snap this new road object to another connection

  • Miscellaneous small bugs

 

 

v3.2.1f4 May 27th 2022


Improved:

  • New Side Object related API options, get the Side Object active state, get the active state for individual markers and on which side of the road the side object is active

  • Vegetation Studio support for API call CenterPivotPoints(). The Vegetation Studio components attached to the road object will be updated accordingly.

  • The resolution of relatively straight road marker sections with tilting is now also adjusted when the road Angle Threshold value is lower than the road resolution itself


Fixed:

  • Road width inaccuracies on more extreme steep road angles

  • The road network still switching back to Edit Mode when selecting "No" in the Unity Dialog after one of the other EasyRoads3D toolbar tabs is pressed in Build Mode

  • Miscellaneous small bugs

 

 

v3.2.1f3 Apr 12th 2022


New:

  • Support for Unity 2022


Improved:

  • Side Object type of scene objects with no road objects involved: Spline control points can now be further below the terrain objects Y position

  • Scripting API: Overloaded methods for side object operations with control over refreshing the actual side object. Multiple side object changes can be performed with only one final refresh.


Fixed:

  • Miscellaneous small bugs

 

 

v3.2.1f2 Dec 3rd 2021


New:

  • Support for HDRP 12.1.0 and newer

 


Improved:

  • Roundabouts, distribute connections evenly at equal distances / angles


Changed:

  • Space to toggle on and off the highlight surfaces has changed to Ctrl + Space to avoid intereference with new space bar options in Unity 2021.2

 

Fixed:

  • 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 small bugs

 

 

v3.2.1f1 Nov 1st 2021


New:

  • 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:

  • Miscellaneous small bugs

 

 

v3.2.0f5 Aug 2nd 2021


Improved:

  • 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 differences

 

Fixed:

  • Manually activated side objects starting and ending one spline point further then the actual road marker position

  • Miscellaneous small bugs

 

 

v3.2.0f4 Jun 21st 2021


Improved:

  • 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 same.

 

Fixed:

  • Miscellaneous small bugs

 

 

v3.2.0f3 May 18th 2021


New:

  • 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 tracks

 

Improved:

  • Random road tilting / rotations are now ignored on auto generated bridge sections

  • Option to highlight the selected marker section

 

Fixed:

  • 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 small bugs

 

 

v3.2.0f2 Apr 26th 2021


New:

  • URP and HDRP Support packages

 

Fixed:

  • Missing new Connection Prefabs in v3.2 demo project

  • Miscellaneous small bugs

 

 

v3.2.0f1 Mar 19th 2021


New:

  • 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, 500x500 and 1000x1000, 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 example

 

Improved:

  • 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 tool

 

Fixed:

  • Miscellaneous small bugs

 

 

v3.1.9f6 Oct 20th 2020


New:

  • 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 8 package in /Assets//EasyRoads2D/Beta Release/

 

 

Fixed:

  • 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

  • Road marker selection changes after clicking a gizmo with another marker behind it

  • Miscellaneous small bugs

 

 

v3.1.9f5 Jun 29th 2020


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 small bugs

 

 

v3.1.9f4 Mar 23rd 2020


New:

  • Marker Road shape control through the scripting API: ERRoad.GetRoadShapeNodes(int markerIndex), ERRoad.SetRoadShapeNodes(int markerIndex, Vector2[] nodes) , ERRoad.SetRoadShapeNodes(int[] markerIndexes, Vector2[] nodes)

  • Option to add tags to road objects and road types

 

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 versions

 

Fixed:

  • Scripting API: ERRoad.SplitRoad(int markerIndex)

  • Missing Category selection option for side objects in the Side Object Manager

  • Miscellaneous small bugs

 

 

v3.1.9f3 Feb 3rd 2020


New:

  • General Settings > Scene Settings > Scene Objects Control. Here objects can be added that may interfere with road network click events resulting in that object being selected. This can happen for instance with water objects. Adding these objects here will prevent this from happening. Just like with terrain objects, double click will still select them


  • Option to add tags to road objects and road types

 

Changed:

  • "Back To Edit mode" is now locked in Play Mode as this process may freeze Unity

  • Shift + Click to instantiate newly created dynamic crossing prefabs in the scene for editing has been removed for Unity 2018.3+. Please use the Prefab Editor for this in Unity 2018.3+

 

Improved:

  • Physics material options for both roads and road types

  • Road objects can now be selected by clicking anywhere on the road mesh, the nearest marker will be selected

 

Fixed:

  • Side Objects not aligning correctly to custom road shapes like railroads when alignment is set to "Path Normal"

  • Miscellaneous small bugs

 

 

v3.1.9f2 Dec 13th 2019

 

 

Changed:

  • v3.1.9.f1 included a temporary workaround for a Unity bug in Unity 2019.3.0f1 and older betas preventing Unity from crashing after saving database assets in OnDestroy(). This is fixed in Unity 2019.3.0f2+. If you are using v3.1.9f1 then it is recommended to upgrade to v3.1.9f2 which handles saving database assets in the previous more reliable way

 

Improved:

  • Importing road type and side object presets in a new project. After selecting the road network object in the scene, new road type and side object presets in the project folder will be detected and automatically start the import process

 

Fixed:

  • Errors after creating a new road network object in older projects upgraded to v3.1.9.f1

  • Miscellaneous small bugs

 

 

v3.1.9f1 Nov 22nd 2019

 

New:

  • CTRL + SHIFT + M: Snap all the road markers to the terrain height at the markers position

  • CTRL + M: Snap the selected road marker to the terrain height at that position

  • Scripting API: ERRoad.GetMarkerCount(), returns the total number of markers for a the road

  • Scripting API: ERRoad.GetDistance(int markerIndex), returns the distance of the section corresponding to the passed marker index

 

Improved:

  • "Ratio" control for Side Object Connection objects. This represents how often the connection object is instantiated. 1 is every section, 2 is every 2 section, and so on. This is for example useful for bridge pillars that should be instantiated less frequently then every repeated section.

  • The side objects "Default active state for each marker" can now also be set / unset for individual road objects.

 

 

Fixed:

  • Miscellaneous small bugs

 

 

v3.1.8f4 Oct 17th 2019

 

Improved:

  • Crossing / connections instances in the scene can now be duplicated and reused. This includes customizable dynamic connection instances like X, T crossings and roundabouts

  • The option to exclude specific terrain objects on the ERTerrain component attached to terrain objects. That way low resolution terrains at a distance will not affect terrain deformation settings such as the minimum required Indent values.

  • Auto inserting intersections by snapping two roads when sidewalks are involved

  • Auto inserting intersections by snapping two roads in areas where the target road is below the terrain

 

Changed:

  • The Shift Key will move the marker relative to the direction the Scene View Camera is facing. Previously this was done by pressing the M key to trigger the free move handle

  • Shift + Drag marker (previously Ctrl + Drag) will snap the marker to the terrain

 

Fixed:

  • Inserting a new marker between the first and second marker not working well for closed tracks

  • Miscellaneous small bugs

 

 

v3.1.8f3 Sept 30th 2019

 

New:

  • Connections tab in the Inspector: the option to mark and move most used prefabs to the top for quick selection. This can be useful when many connection prefabs are available like in the HD Roads package.

  • Scripting API

    ERRoad.SplitRoad(int markerIndex)
    Splits the road in two road objects and returns the newly created road object

    ERRoad.InsertConnector(ERConnection connectionObject, int index, int connectionIndex1, int connectionIndex2, out ERRoad road)
    Splits the road in two sections and inserts the source connectionObject at the passed marker index to connectionIndex1 and connects the second road section to connectionIndex2

    ERRoad.SetSideObjectOffset(SideObject obj, int index, OffsetPosition position, float value)
    This will start / end the side object at the passed marker index at the start (OffsetPosition.Start) or end (OffsetPosition.End) according the passed value

 

Improved:

  • "Combine Sections" for Procedural and Shape sideobject types. In previous versions a single mesh was generated regardless the number of sections defined by the marker active states. It is now possible to generate meshes per section

  • "Delete Object" will now delete all selected objects instead of only the last selected object when multiple objects are selected

 

Changed:

  • The H hotkey for side object offset handle display has changed to Ctrl + H

 

Fixed:

  • Grass detail objects still visible on roads just on the edge of terrain tiles

  • Miscellaneous small bugs

 

 

v3.1.8f2 Aug 01st 2019

 

New:

  • Connections Tab: option to mark prefabs as Favourite. It will move the prefab up to the top for quick selection. This can be useful when many connection prefabs are present in the connection prefabs folder

 

Improved:

  • "Follow Terrain Contours" presets for road types

 

Fixed:

  • Issues with the new v3.1.8 road snapping feature when crossings are involved and road sections with only 2 markers

  • Possible issues in v3.1.8 with connections in the Custom Prefab system when shapes like sidewalks are involved.

  • Errors after selecting Roundabout prefabs in the project folder and when moving the Prefab Display slider in the Connection Prefabs tab

 

 

v3.1.8f1 Jun 28th 2019

 

New:

  • Snapping road markers to join two roads at the start and end is now supported. This works by moving the start or end marker over another start / end marker, the other marker will light up. The markers will connect after releasing the mouse button. The road will be closed if the involved markers are part of the same road. The two roads will be joined in one road when there is a match on the road type, otherwise the marker handle will appear in orange and the two roads will connect through an I Connector.

  • Scripting API support for activating side objects on roads

    ERRoadNetwork.GetSideObjectByName(string name)
    returns the object of type SideObject

    ERRoad.SideObjectSetActive(SideObject obj, bool value)
    activates / deactivates the side object for this road object

    ERRoad.SideObjectMarkerSetActive(SideObject obj, int markerIndex, bool value)
    activates / deactivates the side object for the passed marker index for this road object

    ERRoad.SideObjectMarkerSetActive(SideObject obj, int[] markerIndexes, bool value)
    activates / deactivates the side object for the passed array of marker indexes for this road object

 

Improved:

  • Circular road sections at the start and end of a road when crossings are attached

  • Road data import: improved accuracy of the imported osm / kml data and additional bounds stats

  • Customizable grid size in General Settings > Scene Settings > Grid Control

  • Option to switch of terrain deformation for built in crossings in the General Settings

 

Fixed:

  • Errors in v3.1.7 when creating roads through the scripting API

  • Inaccurate terrain deformation below I Connectors with a transition mesh

 

 

v3.1.7f2 May 24th 2019

 

Improved:

  • Road data import: Nodes on the terrain edge will now also be parsed in KML data files

 

Fixed:

  • Possible inaccuracies with side objects clamped to the road side when the road shape is raised higher above the terrain.

  • Inaccurate terrain deformation below I Connectors with a transition mesh

 

 

v3.1.71 May 2nd 2019

 

New:

  • Vegetation Studio Pro support for Biome Masks

  • Indent and Surrounding presets for road types

  • OSM road data: textfield for an additional custom osm road type input

 

Improved:

  • EasyRoads3D uses layer 31 for internal operations. This is now customizable in General Settings > Scene Settings > EasyRoads3D Layer

  • The full road network can now be moved or rotated by selecting both the "Connection Objects" and "Road Objects" in the hierarchy. After moving and / or rotating these two objects please press the "Apply Transform Changes" to make the changes permanent.

  • Side Objects: "Distance between objects", this is now also editable per road object.

 

Fixed:

  • Possible NullReferenceExceptions after attaching roads to a T crossings and moving over one of the roads afterwards

  • Side objects not clamping to road edges when the road shape itself is raised further above y = 0

  • Miscellaneous other small bugs and improvements

 

 

v3.1.6 Mar 18th 2019

 

New:

  • OSM road data: textfield for an additional manual osm road type input

 

Fixed:

  • Unity reimporting assets when saving the scene (Unity 2018.3)

  • Side object active state changes for road types not updating already exisiting scene instances of that road type

  • Road shape baking in terrain splatmap issues near crossings at low terrain heights>

  • Miscellaneous other small bugs and improvements

 

 

v3.1.5 Feb 8th 2019

 

New:

  • Scripting API:

    ERConnection.SwapTurn() : bool
    Swaps the turn between the left and right side of the main road, returns false if the operation could not be completed

    ERConnection.RotateConnections() : bool
    Rotates the crossing and reconnects the attached roads to the new connections. Returns false if the operation could not be completed

    ERRoad.SetLeftIndent( float value, int index) : float
    Sets the indent value on the left side of the road for the marker at index

    ERRoad.SetLeftSurrounding( float value, int index) : float
    Sets the surrounding value on the left side of the road for the marker at index

    ERRoad.SetRightIndent( float value, int index) : float
    This will set the indent value on the left side of the road for the marker at index

    ERRoad.SetRightSurrounding( float value, int index) : float
    This will set the surrounding value on the left side of the road for the marker at index

 

Improved:

  • Move quickly between markers using the Keypad Plus and Minus keys

  • Vegetation Studio perimeter options per road object

  • Display of connection prefab thumbnails in the Inspector


 

Fixed:

  • Side object setting changes for road types not updating for scene instances after pressing "Update Scene Instances"

  • Possible terrain deformation issues for roads with active sidewalks and manual or random roatations/tilting

  • NullReferenceExceptions in V3.1.4. after adding a new connection to a roundabout object

  • Miscellaneous other small bugs and improvements



 

v3.1.4 Jan 14th 2019

 

New:

  • Unity 2018.3: Dynamic Connection source prefabs can now be fully edited in the new Unity 2018.3 prefab system.

  • The Snap Connector. These are road type specific prefab connectors that can be added to other prefabs. Scene instances of this road type can be pulled out or snapped to these connectors. This can be used for roads attached to other prefabs like buildings or bridges but also for side objects for which a "road type" is created. For example a gate with walls or fences attached. Snap Connector prefabs can be generated in General Settings > Road Types > Create Snap Connector (button near the bottom in the Inspector).



 

v3.1.3 Dec 24th 2018

 

New:

  • Option to duplicate a road type in General Settings > Road Types

  • Unity 2018.3: Connection prefabs will be edited in the new Unity 2018.3 prefab system. This is not fully functional yet, but this means that connection prefab instances can now also be dropped in the scene from the project folder. The road network will have to be selected afterwards, this will be further optimized. Connection prefabs can still be instantiated in the scene from the connections tab in the Inspector like before.

 

Improved:

  • Combined side objects inheriting the shadow mode of the source prefab

 

Fixed:

  • Possibly wrong tangents on the procedural side object type

  • Unity 2018.3 errors when opening dynamic connections prefabs. Props can be added. Full dynamic prefab editing will follow in the next update

 

v3.1.2 Nov 5th 2018

 

Changed:

  • Shift +S for selecting all markers has changed to Shift + Z

 

Improved:

  • Scene View clicks are now only intercepted on objects part of the road network in order to keep it selected. Since clicking the terrain is part of the workflow to deselect markers, double click will actually select the terrain.

  • Scene View position handle orientation road markers. Previously the position handle orientation was according the path forward. This can be set to horizontal now. Once the position handle is displayed, the W key will switch between path forward and horizontal orientation.

  • Road shape in terrain splatmap baking, improved smoothness algorythm

  • Customized road shapes for markers will be preserved when changing the main road width. You will be asked whether you want to ignore the road width change for these markers, reset the width to the new road width, or adapt the shape proportionally to the road width change.

  • Road type selection for KML data import

 

Fixed:

  • Side Object Start / End handles in Scene View initially being locked and unmovable for the default offset value 0

  • The Road Network becoming unresponsive when Grid Control is active while no local grids have been created yet

  • StackOverflowExceptions after "Create New connection Prefab" based on the selected road type in General Settings > Road Types





v3.1 Jun 14th 2018


New:

  • Insert Connection: Matching connection prefabs based on road types can now be inserted at any marker position

  • Snap Roads: When moving a road marker of a road over another road section a blue circle will be displayed when matching connection prefabs exist for the involved roads. Releasing the mouse button will auto insert the connection prefab at this position.

  • Support for Vegetation Studio: https://assetstore.unity.com/packages/tools/terrain/vegetation-studio-103389

  • New decal system for road material transitions at the start and end. General Settings > Road Types: decal prefabs can be assigned. One of the prefabs will be randomly positioned at the connection between roads and crossings. The selected decal can be changed in the main road settings.This feature is useful for connecting different road types to crossings and / or add stop markings etc.

 

Changed:

  • The road type dropdown for the selected road is no longer disabled after the road is connected to a crossing. It will show all road types matching the connections and road type changes are possible.

  • The list of available connection prefabs when the first of last marker of a road is selected has been removed from the selected roads Inspector. Instead the list will displayed in the crossings tab (3rd from the left). To list all connection prefabs, click on the terrain.

  • The S key for selecting all markers has changed to Shift + S

 

Improved:

  • Instant X T crossing option in the Inspector of the selected Connection Prefab

  • Instant Sidewalks activate / deactivate option in the Inspector of the selected Connection Prefab

  • Instant Activate Bending option for T crossings in the Inspector of the selected Connection Prefab

  • uv3 and uv4 support for custom connection prefabs

  • Cancel option when importing OSM / KML road data

  • Option to remove existing road objects when importing OSM / KML road data

  • Default Start / End Offset controls in the Side Object Manager

  • Scene View optimizations for large road networks

  • OSM / KML data import will no longer split roads at cross points and will therefor process the data much faster

  • Scene View clicks are now only intercepted on objects part of the road network in order to keep it selected. Since clicking the terrain is part of the workflow to deselect markers, double click will actually select the terrain.

  • Scene View position handle orientation road markers. Previously the position handle orientation was according the path forward. This can be set to horizontal now. Once the position handle is displayed, the W key will switch between path forward and horizontal orientation.

 

Fixed:

  • Wrong sidewalk caps on bended T crossings when sidewalks on connected roads are disabled

  • Interfering connection rectangle handle on the first connection prefab index when the marker of the attached road is selected

  • OSM import road type related ArgumentOutOfRangeException

  • Side objects not updating after sidewalk changes

  • Side objects snapping to (0,0,0) when the road length is smaller then half the default distance between side object instances

  • Side Object Start / End handles in Scene View initially being locked and unmovable for the default offset value 0

  • TypeLoadException: Could not load type 'UnityEngine.ProceduralMaterial'

  • Miscellaneous other small bugs and improvements



v3.0.2, Feb 19th 2018

 

New:


  • Scripting API:
    public Vector3 GetLocalConnectionPosition(int connectionIndex)
    Returns the local position of connectionIndex.

    public Vector3[] GetLocalConnectionPositions()
    Returns the local positions of all the connections of this connection prefab

 

Improved:


  • Procedural Side Object generation. This significantly reduces the processing time especialy when switching between Build and Edit Mode

 

 

Fixed:


  • Exporting / importing road types. This now works as expected, the selected road types are exported instead of the unselected.

 

 

v3.0.1, Jan 26th 2018

 

New:


  • Global scale tool for shape type of side objects. This works like the Unity scale tool and is also activated through the scale tab in the transform toolbar. All shape type of side objects will be scaled simultaneously per marker. For example both the width of te river bed and the width of the river surface will scale accordingly.

 

Fixed:

  • The ER Road Transparency and ER Road Dual Blend shaders have been updated so they do not overwrite the same shaders in the demo project.