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MCrafterzz

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A member registered Dec 12, 2018 · View creator page →

Creator of

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Technically you could create a roundabout with roads and intersections but there isn't a simple built-in way for it. Thanks for your appreciation

You can convert it to a single mesh. Then Unity has an FBX exporter plugin so that you can export the mesh. Do note that some things rely on Unity shaders and would require a similar shader in Unreal

Sorry

I can only take paypal but could you ask som family of friend to buy it for you?

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Why do you want an older version? What version do you want?

Not at this moment. But the tool is very easy to use and I'm always here to help people out. There are some road presets and stuff tho in the package

Btw the latest update does include a cyclic road toggle which could be useful for your use case

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I'm a programmer, not an artist. Instead of me spending loads of time creating a realistic look, that probably won't look good and increasing the file size by 10x, you can use any material. I feel like people want to use their own materials anyways, the default ones are just simple ones to show the system. If you want realistic textures I recommend textures.one . The roads, intersections etc use normal materials so no custom shaders are used (except for the prohibited area)

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Thanks for buying the tool! Could you send a small video so I can see the circumstances where it happends? I will look into it.


EDIT:

I just tried out the tool in a brand new Unity 2019.4.18f1 project and did not have any issues at all:

https://streamable.com/keeq9h

Have you selected your created road object? Let me know if the issue persists

Thanks for buying the tool! The roads look very black so you need to rotate the light a bit :P

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Thats probably the biggest advantage with this tool! You van create dynamic intersections with any amount of connections that connect from any angle

Quick example:


With the main roads feature you can make a road visually continue through the intersection. You can also place lines manually. Also worth noting is that you can move all the connection points and the curve points to get exactly the shape you want

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You can contact me at: marcusbusinessmail@yahoo.com


Thanks for buying the tool!

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This is probably due to light as it is entirely black in the picture. If you rotate you main light source a bit then it should work. This was done in 2020.1.14f1:


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Go to the lanes tab, there you can change material per lane. If you assign the material manually then it'll change when the road updates.

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Thank you for buying the tool, I really appreciate it!

The reason why I haven't allowed a road to connect to itself is that it could have quite a few bieffects that are hard to estimate. I have released a new version that does allow this tho with a few limitations. So you can connect the start and end point together into an intersection now. By moving the points and removing turn marking your players won't ever know that there's an intersection there.

I would still recommend creating two roads and connecting them to create a circuit (the old way) but it's up to you. Often you want some kind of split road or pit stop or something depending on what track you create, so in those cases it'll be multiple roads regardless.

Check out the latest update and let me know if you have any more thoughts! Good luck with your game :D

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Yes it defiently should. If it doesn't then let me know and I'll update the tool

Also this is written from scratch and is quite different from my previous free road creation tool.

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the materials list is a foldout. Click on it and there will be a list where you are able to add a material which changes it visually. The physic material property takes in a physic material. I cam sent a short clip in a few hours.


EDIT:

I've tested it with 2018.4 and there are some names that are different so there are a few manuell steps you need to follow:

1. Remove all [SerializeReference] attribtues in RoadCreator and Intersection

2. Change DrawPositionHandle in the Utility class to the following:

 public static Vector3 DrawPositionHandle(float handleSize, Vector3 position, Quaternion rotation)     {         Color color = Handles.color;         Handles.color = Handles.xAxisColor;         position = Handles.Slider(position, rotation * Vector3.right, handleSize, Handles.ArrowHandleCap, EditorPrefs.GetFloat("MoveSnapX"));         Handles.color = Handles.yAxisColor;         position = Handles.Slider(position, rotation * Vector3.up, handleSize, Handles.ArrowHandleCap, EditorPrefs.GetFloat("MoveSnapY"));         Handles.color = Handles.zAxisColor;         position = Handles.Slider(position, rotation * Vector3.forward, handleSize, Handles.ArrowHandleCap, EditorPrefs.GetFloat("MoveSnapZ"));         Handles.color = Handles.centerColor;         position = Handles.FreeMoveHandle(position, rotation, handleSize * 0.15f, new Vector3(EditorPrefs.GetFloat("MoveSnapX"), EditorPrefs.GetFloat("MoveSnapY"), EditorPrefs.GetFloat("MoveSnapZ")), Handles.RectangleHandleCap);         Handles.color = color;         return position;     }

3. Change SceneView.duringSceneGui += OnSceneGUI; to  SceneView.onSceneGUIDelegate += OnSceneGUI; in ContextClickSelect constructor.


There is one more steps but I'll upload a update with that in a few hours which fixing you not being able to open the material foldout. If you want to fix it now then change  EditorGUILayout.PropertyField(serializedObject.FindProperty("lanes").GetArrayElementAtIndex(tab).FindPropertyRelative("materials"));

to  EditorGUILayout.PropertyField(serializedObject.FindProperty("lanes").GetArrayElementAtIndex(tab).FindPropertyRelative("materials"), true); in RoadEditor.


I'm sorry that you have to change things manually but as Unity changes names I can't create a version that automatically works for both and these changes should only take like a minute with Find And Replace.


EDIT 2: The update has now been posted so if you download it and also follow the instructions above the tools should work in your Unity version.

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I created the tool with 2019.3 but it may work in earlier versions as well. Have you added the material to the materials list that you are showing in the picture? How does the material look? It's provably best if you could record a quick video.

I will download 2018.4 tomorrow to see if that has an effect on anything but I'm guessing that you are creating a new project so what is holding you back to that Unity version?

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Btw I noticed that I didn't really answer your question about runtime mesh creation. The problem is that the tool isn't structured for that at all so most functions are in the editor scripts. Some stuff probably can be moved but there are still 2 problems:

1. Classes like Bezier are used which don't exist at runtime so I'd have to create my own classes to replace those (totally possible).

2. Editor functionality is so nested into the methouds, what I mean with this is take the create point methoud for example. It changes editor handle ids of points which is located in the custom editor class. It becomes complicated.

So it is possibility but would require quite a bit of work.

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Thanks for your very kind words! I feel like quite a few Unity assets are overpriced so I don't wanna contribute to that as I want it to be feasible for smaller developers to buy them as well. If anyone wants to then they can choose to pay more to support me. I would be very thankful if you could recommend this tool to your friends/colleges. Thanks!

The PayPal transaction has now been accepted so you can download the tool. Thanks for buying it and let me know if you have any questions or suggestions!

For me low poly is about clearly seeing the triangles of an object. The models look quite cool so if you uploaded a sharply shaded version I would defently download!

It's 3d models so it should work everywhere but the Unity prefabs with colliders only work for Unity so you'll have to add colliders yourself.

Very cartoony but I like it! If you continue making such awsome assets for free you'll become the new kenney!