.. _changeLog: Change Log ************ [1.7.2] - 15-05-2026 ------------ Added ~~~~~~~~~~~~ * New crowd avoidance navigation method [beta]. * Added a new feature: the temporary ragdoll will now get up after being hit by a car. * New ability to link custom user's runtime NPCs with the pedestrian system. * Add pathfinding support for parking nodes. * Added ability to turn on ignoring traffic lights by the traffic. [1.7.1] - 28-03-2026 ------------ Changed ~~~~~~~~~~~~ * Added a new clear job for hashmap systems. Fixed ~~~~~~~~~~~~ * Fixed physics culling for dots physics cars. * Fixed baking order for simple physics cars to avoid a potential exception. [1.7.0] - 25-03-2026 ------------ Added ~~~~~~~~~~~~ * Added support `NetCode for Entities`. * Added support for multiple cull points for local split-screen multiplayer. * Reworked the GPU animation engine, which reduces the overall number of draw calls, adds custom timings for each animation, and provides a more convenient workflow. * Added support for runtime attachments & animation events for GPU animations. * Added custom animation speed for walking animations for each entity for all animation engines (`Unity Animator`, `Built-In GPU Engine`, `Rukhanka`, and `Animatron`). * Ability to add runtime pedestrian nodes for custom pedestrian routes or buildings. * Added methods for adding runtime custom roads by custom chunks to reduce overhead across the frame during the creation of large maps at runtime. * Added a new parameter to reduce or prevent overtaking from the road side.⁠ * Added checking the opposite lane for obstacle during avoidance for straight roads. * Added a new option adding different wagons for trains at runtime. * Improved precision for obstacle detection on short-width roads. * Added position handles for the default type of segments. * Added mono vehicles to `Polygon city` template. * Added choise for entity types in the `Hub` selection window * Added 3 new weapons to the `Demo Mono` scene. * Added `Roundabout` support for `Road constructor` editor scene. * Added Unity 6.4 support. Changed ~~~~~~~~~~~~ * Improved the performance of some high-loaded systems. * Improved parking navigation for traffic. * Improved `EasyRoads3D` generation. * Significantly improved performance of adding runtime roads for giant maps. * All of the demo city scenes prefabs have been moved to separate presets. * Improved `Roundabout` template workflow. Fixed ~~~~~~~~~~~~ * Fixed the build size for giant entity scenes. * Fixed a potential exception in avoidance system. * Fixed avoidance at intersections in some cases. * Fixed jittering for no physics cars during avoidance. * Fixed speeding of approaching vehicles with custom behavior. * Fixed the roundabout template when the entrance traffic node has a different lane number than the inner traffic nodes. * Fixed compatibility with latest `Polygon City` template. * Fixed collision avoidance for dots vehicles in traffic areas. * Fixed `Trigger and Destroy` type for `Traffic node`. [1.6.5] - 08-01-2026 ------------ Added ~~~~~~~~~~~~ * Added custom post processing for mono cars during car creating in the car prefab creator. Fixed ~~~~~~~~~~~~ * Fixed targeting for custom physics vehicle in some corner cases. * Fixed weight parameter for mono cars in the car prefab creator. * Fixed navigation for parking segment if it merged with other segment. * Fixed change lane during A* navigation for some corner cases. [1.6.4] - 31-12-2025 ------------ Added ~~~~~~~~~~~~ * Added unity vehicle support. * Added a car player blocker component for mono traffic to prevent the player from being push the car if it the player has custom controller. Changed ~~~~~~~~~~~~ * 2 unused layers were removed from the demo scene. Fixed ~~~~~~~~~~~~ * Removed scheduling from Begin Simulation Systems to prevent potential structural changes during Job System. * Fixed road constructor generation for some cases. * Fixed the demo's mono bullet collision with pedestrians. * Fixed the player demo's shooting on non-flat surfaces. [1.6.3] - 28-11-2025 ------------ Fixed ~~~~~~~~~~~~ * Fixed the missing driving sound for cars. * Fixed player interaction with cars in Demo scenes. [1.6.2] - 24-11-2025 ------------ Fixed ~~~~~~~~~~~~ * Fixed compatibility with Unity 2022.3 * Fixed PathHashMapSystem Burst error message. [1.6.1] - 21-11-2025 ------------ Added ~~~~~~~~~~~~ * Added the ability to change lanes during built-in A* navigation for traffic. * Added the ability to follow traffic to a user-defined point. * Added new events for spawning and reaching the target for pedestrians. Changed ~~~~~~~~~~~~ * The project no longer overrides constant scripts and enums during version updates. Fixed ~~~~~~~~~ * Fixed unexpected acceleration beyond the maximum speed for mono cars. * Fixed the issue of the traffic light not linking with the crossroad when it was in an arbitrary hierarchy during the entity root scene was moved to the main scene. * Fixed potenial warning messages after subscene generation. * Fixed Road constructor traffic lights intergration. * Fixed Road constructor being set wrong speed limit for runtime scene. * Fixed auto crossroad generation for left-lane driving. * Fixed a minor memory leak in the traffic test scene. [1.6.0] - 09-11-2025 ------------ Added ~~~~~~~~~~~~ * Added `Animatron` support. * Added a new `API` & `Runtime RawData Demo` scene that demonstrates the generation of a road from raw data at runtime. * Added new detection obstacle method for traffic at intersections to improve better obstacle detection in some corner cases. * Added tools to the `Road Segment Creator` for quickly merging `Traffic nodes`, creating new `Traffic nodes`, and creating a new `Road segment` from an existing one. * Added auto-crossroad recalculation during its editing. * Added support for single or multi-container splines in the `Road segment creator`. * Added smooth corners of pedestrian nodes for `Custom road segment`. * Added validation for traffic light. * Added auto-connect for custom segments that are added during runtime. * Added U-turn support for runtime roads. * Added `RuntimeSegmentCustomView` helper scene component to view `RuntimeSegmentCustom` data. * Added support for custom lane counts for the forward & backward directions of traffic nodes for custom runtime road. * Added support for merge road for custom runtime road. Changed ~~~~~~~~~~~~ * Improved along path generation of pedestrian nodes for `Custom straight road segment`. * `Monobehaviour` type was removed from `RuntimeSegmentCustom` script to reduce overhead. * The editor metadata was removed from the serializable dictionary. Fixed ~~~~~~~~~~~~ * Fixed deprecation messages for `Entities 1.4.2` & `Unity 6.3`. * Fixed compatibility with Rukhanka 2.5.0+. * Fixed a potential NaN destination for traffic in rare cases. * Fixed raycast for DOTS cars & obstacle detection outside its path. * Fixed unexpected activation avoidance for traffic on long roads in some cases. * Fixed the path drawer exception at the start of the scene if it was initially enabled. * Fixed simple mono preset. * Fixed cyclic obstacle avoidance case. * Fixed `Road Constructor` generation for some cases. [1.5.0] - 30-09-2025 ------------ Added ~~~~~~~~~~~~ * Added new option to enable different driving styles for traffic. * Added random lateral offset for traffic. * Added ability for traffic to avoid player & custom obstacles. * Added `GPU` skinning bone method animation to significantly reduce texture memory usage. * Added new lightweight simple vehicle controller for mono cars. * Added new sample for arcade vehicle controller with heavy mass. * Demo project importing according to player choise at start. * Added ability to choose which toolbar path to use for a project in the editor. * Added an option to cull vehicle sounds based on distance. * Added weight spawns for pedestrian NPCs. * Hybrid shape factory can override hybrid shape for certain pedestrians. * Added `Static transform hybrid component` for static runtime entities. * Added capability to select unique car models for each lane in the `Traffic road debugger` component. * Added new API to find the closest traffic path or pedestrian node entity to a given point in the scene. * Added validation for Traffic Area authoring. Changed ~~~~~~~~~~~~ * `Entities.graphics` package is no longer required if Mono physics cars & Hybrid Legacy pedestrians are in use. * `Unity.physics` package is no longer required if NoPhysics or Mono physics cars are in use. * `Cinemachine` package is no longer required. * Polygon city sample updated with new GPU animations. * City pack sample updated with new GPU animations. * Improved path recalculation during parking builder mode. Fixed ~~~~~~~~~~~~ * Fixed `RaycastCommand` for Arcade vehicles for Unity 6.2. * Fixed potential vehicle rollover for simple physics cars. * Fixed pedestrians no longer get stuck in cars due to car movement during local avoidance. * Fixed an issue with invalid input for the mono traffic car when reversing in rare cases. * Fixed an issue with obstacle detection at intersections when both vehicles were targeting the same destination. * Fixed compatibility with Road Constructor 1.7.0+ [1.4.4] - 29-08-2025 ------------ Changed ~~~~~~~~~~~~ * Added traffic light cloning for the traffic lights that are part of the road prefab. Fixed ~~~~~~~~~~~~ * Fixed installation on Unity 6.2. * Fixed a potential jitter for Arcade vehicle controller on Unity 6+. * Fixed compatiblity with Agents Navigation 4.2.0+ * Fixed disappearing traffic lights during subscene generation in some corner cases. * Fixed movement for simple dots vehicles. * Fixed truncation warning for animation shader. [1.4.3] - 01-07-2025 ------------ Added ~~~~~~~~~~~~ * A crosswalk node type has been added for crosswalks without traffic nodes. * Added crosswalk system for pedestrian passing the road in the crosswalk node type. * Added npc obstacle with flexible detection area based on its speed. * NPC obstacle offset authoring has been added for certain vehicles that require a custom offset for NPC obstacle detection. Fixed ~~~~~~~~~~~~ * Fixed Road Constructor compatibility. * Fixed A* compatibility. * Fixed rotation of attachment for Rukhanka hybrid pedestrian. * Fixed Rukhanka hybrid animation event registration. * Fixed chaser controller spawn. * Fixed Car prefab creator for some corner cases. [1.4.2b] - 08-05-2025 ------------ Fixed ~~~~~~~~~~~~ * Fixed ragdoll system exception for Hybrid pedestrian. * Fixed sound looping for custom user sound. [1.4.2] - 05-05-2025 ------------ Added ~~~~~~~~~~~~ * Added support for parking & oneway roads for runtime tile sample. * Added support for custom pedestrian node types for runtime tile sample. * Added support for `Rukhanka Animation System` ragdoll. * Added new player-interactive car system for mono players. * Added ability to callback user spawned entities. * Added ability to merge `Traffic nodes` with `Road parent`. * Added support for manual user connection merged nodes in `Path creator` & `Pedestrian node` connection. * Added talk animation config. * Added ragdoll syncing with GPU animations. * Added ability to use `Mesh Collider` in `Car Prefab Creator` for mono cars. Changed ~~~~~~~~~~~~ * Improved Microverse Roads workflow. Fixed ~~~~~~~~~~~~ * Fixed speed limit set for custom straight roads. * Fixed rare wrong obstacle calculation on intersecting roads. * Fixed car system order for DOTS cars which could cause initial jump for car. * Fixed traffic path service registration when not all sample services are in the scene. * Fixed talk area NPC randomization. * Fixed parking for Toon City template. * Fixed sound tracking for built-in sound engine for DOTS cars. * Fixed rail movement for DOTS cars. * Fixed player interaction with car when car ignition option is disabled. * Fixed start shooting until realod finished for built-in controller in sample scene. [1.4.1] - 17-03-2025 ------------ Added ~~~~~~~~~~~~ * Added new `Runtime CustomRoad Demo` scene to demonstrate the use of the `API` to generate run-time roads from `Unity` spline roads or from custom data. * Added support for priority intersections without traffic lights for custom run-time roads. * Added gizmos for RuntimeRoadManagerCustom for nodes. Fixed ~~~~~~~~~~~~ * Fixed drawing of road segment paths after segment rotation. * Fixed position handle when moving multiple road segments at the same time. * Fixed root detection when different projects have different path roots. * Fixed external connection path if source lane index is different from connected lane index. [1.4.0b] - 07-03-2025 ------------ Fixed ~~~~~~~~~~~~ * Fixed initial installation for Unity 2022.3. * Fixed wrong skin index selection for Hybrid Shape GPU. [1.4.0] - 05-03-2025 ------------ Added ~~~~~~~~~~~~ * Added support for `Microverse Roads`. * Added support for `CityGen3D`. * Added support for Aron's A* pathfinding project (point graph for traffic & pedestrian). * Added multithreaded raycasting for `Arcade Car Controller` to improve overall performance. * Added `Roundabout` template for `Road Segment Creator`. * Added a new option for a non-physical pedestrian to precisely follow tilted surfaces. * Added new external runtime connection for runtime segments for custom solutions. Changed ~~~~~~~~~~~~ * All presets & prefabs packed in separate packages so project can be updated seamlessly & without overwriting editing presets. * Significantly improved performance of built-in A* pathing for large numbers of entities searching the path simultaneously. [1.3.2] - 21-02-2025 ------------ Fixed ~~~~~~~~~~~~ * Fixed `Pedestrian node creator` attachment to surface when attach to mesh is selected. * Fixed road segment creator drag position handle for new gizmos system. * Fixed inspector for traffic light converter for `Road Constructor` if custom inspector is used. * Fixed `Path data viewer` for new gizmos system. [1.3.1] - 31-01-2025 ------------ Added ~~~~~~~~~~~~ * Added new trigger node type for traffic and pedestrian nodes to invoke callback when entity reaches the node. * Added compatibility to auto-generate intersections between selected straight roads. * Traffic nodes can now hold different lane counts for forward and backward lanes. * Added input limit steering based on vehicle speed to stabilise when fps drops below 30 in `Editor` or at high speeds. * Added pre-built template roads for `Fantastic City Generator`. * `TrafficIdleStateDebugger` for a handy display of all the reasons why the car is idling. * `Traffic Object Finder` & `Path Data Viewer` can be used in `Prefab Stage`. * Added hotkeys for `Path Creator`. * Added `UGizmos` plugin to improve the performance of gizmos. Fixed ~~~~~~~~~~~~ * Fixed potential exceptions in `Runtime Tile Road Demo`. * Fixed auto-crossroad generation can cause incorrect connection paths. * Fixed `ID` not being generated for `TrafficLightCrossroad`. * Fixed editor performance leak caused by frequent loading of editor settings. * Fixed recalculation of connected path for custom straight one-way roads in the `Prefab Stage`. Changed ~~~~~~~~~~~~ * Improved editor performance of gizmos. * Now the project can be used completely without the old input system. [1.3.0] - 15-01-2025 ------------ Added ~~~~~~~~~~~~ * Added support for `Road Constructor` for editor & runtime. * Added support for `Fantastic City Generator` for editor & runtime generation. * Added support for `Rukhanka Animation System` for pure & hybrid mode. * New A* Traffic & Pedestrian navigation added to user-selected node. * Added `API` for runtime pedestrian node paths. * Added `API` to generate road segments from custom user code or unity splines. * Added runtime buildings for runtime demo scene. * New ability to create U-turns with `Path Creator` & `Road Segment Creator`. * New utilities buttons for disconnecting automatically connected pedestrian & traffic nodes. * Added car light for hybrid mono cars. * Added new options to change lane based on the speed of the car in front or randomly. * Added a new `CustomAreaTriggerCreatorSystem` to create fear triggers from custom user code. * Added priority to right option at intersection for cars with the same priority. Fixed ~~~~~~~~~~~~ * Fixed potential crash on some devices. * Fixed bounds calculation in some cases that could cause incorrect avoidance or obstacle detection. * Fixed Traffic Change Lane Config enable option not enabled in some cases. * Fixed incorrect removal index for connected paths for runtime roads. * Fixed potential exception when using auto-sync config in `Editor`. * Id reset fixed when spawning built-in npc player. * Path index debugger not initialized fix. * Fixed editor memory leak caused by `TrafficNpcCalculateObstacleSystem`. Changed ~~~~~~~~~~~~ * By default, a clean scene is created with a clean `HubBase` without any extra dependencies. * Improved `ArcadeVehicleController` braking & suspension. * Improved some corner cases of generation for different types of crossroads. * Now runtime segments are connected with raycast method. [1.2.2] - 27-11-2024 ------------ Added ~~~~~~~~~~~~ * Added new `Hybrid On Request And GPU` pedestrian type for manual control handling transition between Hybrid & GPU pedestrians. * Added entity selection example script. * Added `Hybrid` pedestrian support with rigidbody that is affected by gravity. * Added mobile version of `RuntimeTile Road demo`. * Node navigation example for traffic. * Added ability to temporarily disable & enable traffic simulation in `Runtime Road Manager`. * Added an API to get road entities in `Runtime Road Manager` using road scene objects. Fixed ~~~~~~~~~~~~ * Fixed potential incorrect init for mono trains. * Fixed potential lane change when route is not on flat surface. Changed ~~~~~~~~~~~~ * Major refactoring of the system order & system registration to significantly reduce the number of sync points. * `Traffic Car` will by default take the path with the fewest cars in `RuntimeRoad mode`. * `Runtime tile demo scene` now has 3 traffic lights at each intersection. * Removed `Dummy` skin. [1.2.1c] - 08-11-2024 ------------ Fixed ~~~~~~~~~~~~ * Fixed rare endless stuck traffic car when using raycast. * Fixed collision system calculation. * Fixed tile chunk prefab example. Changed ~~~~~~~~~~~~ * Added an option to change some general settings from the corresponding configs. * :ref:`Path creator ` can be used in the `Prefab stage`. * :ref:`Global Light Settings ` can be used in the `Prefab stage`. * :ref:`Road segment ` can be created in the `Prefab stage`. [1.2.1b] - 06-11-2024 ------------ Added ~~~~~~~~~~~~ * Added support for lane changing on run-time roads. * Added a helper button for traffic lights that have lost their reference to a traffic light crossroad. * Added support for `Odin Inspector`. Fixed ~~~~~~~~~~~~ * Fixed intersection conversion for run-time road chunks. [1.2.1] - 04-11-2024 ------------ Added ~~~~~~~~~~~~ * Added support for `Multi-road segments` by adding 1 `RuntimeSegment` at a time in `Runtime Road mode`. * Added new `RuntimeTile Chunk Road demo` to demonstrate the road chunks added at runtime. * Added a new option to leave the car idle for a certain amount of time when parking if pedestrian is disabled for the scene. * Parking can be used on sloping surfaces. * Added auto-curve type detection for :ref:`Path creator `. Fixed ~~~~~~~~~~~~ * Fixed :ref:`path ` intersection calculation for custom shape surface. * Minor fix `Car prefab creator` text pattern search for wheels. * Fixed :ref:`Animation Baker ` baking with single texture atlas for multi-mesh characters. * Fixed a problem with the `Local Avoidance` switch multi-targeting in a short amount of time. Changed ~~~~~~~~~~~~ * Improved obstacle detection in intersecting & neighbouring cases. [1.2.0] - 28-10-2024 ------------ Added ~~~~~~~~~~~~ * Runtime graph creation. * Added new `RuntimeTile Demo` scene. * Traffic light `API` to get traffic light state from monobehaviour script. * Added option to manually handle traffic light state. * New train system. * Custom train system support. * Custom train demo scene. * Added the ability to split :ref:`external traffic routes ` into smaller ones to better balance spawning. * Added custom settings for pedestrian nodes for selected routes. * Added the ability to split pedestrian routes into smaller ones to better balance spawning. * New `TriggerLight` type for :ref:`TrafficNode `, which triggers selected traffic light when traffic car enters this node. * The :ref:`Traffic Road Debugger ` can be used at runtime to manually spawn vehicles in custom scenarios. * Added saving of :ref:`Road Segment Creator ` settings so that a new road segment is created using the previously saved settings. * Added a handy duplicate feature for existing connected :ref:`Road Segment Creator ` to create clean duplicates without existing connected paths. * Added a sample custom player to interact with the custom car & pedestrian. * Added one-way roads for pedestrian nodes. * Added manual sync button for all configs. Fixed ~~~~~~~~~~~~ * Fixed car creation offset for car parts when the car parts are not the parent of the car body. * Fixed wheel detection during car creation in some cases. * Fixed adding trigger area tag to non-pedestrian entities. * Fixed :ref:`Auto-crossroad ` generation when the custom segment contains one-way paths. * Fixed Path creator detects wrong connection sides in some cases. * Fixed steering input can be incorrectly calculated in some cases. Changed ~~~~~~~~~~~~ * Now the road `Graph` is created at runtime when the scene starts. * `Cinemachine v3` used by default. * Traffic light states for each traffic light handler are now stored in the dynamic buffer. * Improved randomization of initial pedestrian spawn. * Added traffic light debugging for paths with custom lights. [1.1.0g] - 19-09-2024 ------------ Fixed ~~~~~~~~~~~~ * Crossroad jam obstacle fix. * Fixed sound pooling when vehicle is destroyed. * Fixed lane change potential obstacle stuck when multiple cars are changing to the same lane. * Fixed avoidance of mono cars when trying to change lanes. * Fixed custom traffic light for specific path. * Fixed initial `HDRP` installation conflict with `Cinemachine v3` package. [1.1.0f] - 10-09-2024 ------------ Changed ~~~~~~~~~~~~ * Improved `NPC` obstacle detection. Fixed ~~~~~~~~~~~~ * `TrafficNpcCalculateObstacleSystem` debug race condition fixed. * Anti-roll fix for `Arcade Vehicle Controller`. * Fixed warning messages. * Fixed potential config sync failure in some cases. * Fixed missing reference in the `PolygonCity`. * Fixed `EasyRoads3D` exception when crossing has 1 connecting road. [1.1.0e] - 16-08-2024 ------------ Added ~~~~~~~~~~~~ * Auto-crosswalk connection in the :ref:`Road Parent `. * Auto-connection distance in the :ref:`Road Parent `. * Added new road warning messages. * New `Agents Navigation` config. * New agent hybrid component. Fixed ~~~~~~~~~~~~ * Fixed move handle for moving two or more road segments. * Crowd sound system dependency fix. * Fixed `Ragdoll` not being pooled. Changed ~~~~~~~~~~~~ * Improved :ref:`Road Parent ` UI. [1.1.0d] - 12-08-2024 ------------ Added ~~~~~~~~~~~~ * Interpolation of the car view for culled mono physics cars. * New collision stuck avoidance system for :ref:`Hybrid mono ` cars. Fixed ~~~~~~~~~~~~ * Agents Navigation integration editor error fix. * Minor player arcade car prefab fix. * Traffic node viewer fix. Changed ~~~~~~~~~~~~ * Improved transition between physics & no physics arcade cars. [1.1.0c] - 09-08-2024 ------------ Added ~~~~~~~~~~~~ * New auto-sync config option between MainScene & Subscene. * Traffic node gizmos settings. * New pure city stress scene. Fixed ~~~~~~~~~~~~ * Minor script fix for Unity 2023.2. * Fixed potential config corruption for builds. * Fixed stress scene demo exit error. * Arcade vehicle controller wheel position fix. Changed ~~~~~~~~~~~~ * Minimum `Unity` version 2022.3.21. * Improved arcade sample cars. [1.1.0b] - 06-08-2024 ------------ Added ~~~~~~~~~~~~ * Added `CarModelRuntimeAuthoring`, `BoundsRuntimeAuthoring`, `VelocityRuntimeAuthoring` entity runtime components. Fixed ~~~~~~~~~~~~ * Fixed compatibility with Entities 1.3.0. * Fixed initial entity scale for runtime entities with `CopyTransformFromGameObject` component. * Fixed bootstrap if user tries to start bootstrap twice. * FMOD minor script fix. * Nav agents dependency fix. [1.1.0] - 05-08-2024 ------------ Added ~~~~~~~~~~~~ * Full `Hybrid mode` support: * New :ref:`monobehaviour compatible ` traffic. * New hybrid NPCs compatible with any custom character controller. * New hybrid traffic lights. * New `EasyRoads3D `_ integration. * New `Agents Navigation `_ integration. * New `API` for custom spline roads generation. * New `EntityWeakRef` class to link Monobehaviour script & traffic & pedestrian node entities. * New player traffic control feature. * New runtime entity hybrid workflow for runtime gameobjects. * New hybrid GPU mode that allows you to mix hybrid animator models for near and GPU animation for far at the same time. * New universal animation handling API for GPU & hybrid animator entities. * Limit texture baking for :ref:`Animation Baker `. * Multi texture container for :ref:`Animation Baker `. * Added chasing cars feature. * Path Waypoints can be traffic node functionality. * Added endless streaming for :ref:`Custom straight ` road. * Added :ref:`Auto-crossroad ` option for :ref:`Custom segment ` for custom shape crossroads. * Pedestrian node generation along :ref:`Custom straight ` road. * :ref:`Custom straight ` can be converted into the :ref:`Custom segment ` road. * Crosswalk connection for :ref:`Custom segment `. * Added left-hand traffic option. * Custom cull state config calculation for specific entities. * New camera view based culling calculation method. * New spawn culling layer adjustment for traffic & pedestrians. * New traffic node display for right, left lanes in segments & path spawn nodes. * Traffic & pedestrian node debug in `Editor` mode. * New project initialization window. * Added support for Unity's built-in audio engine. * Added :ref:`HDRP ` support. Fixed ~~~~~~~~~~~~ * Fixed traffic spawning in culled areas. * Fixed custom physics vehicle could jump after restoring physics at runtime in some cases. * Fixed a potential crash when user undoing changes :ref:`Custom straight ` roads. * Fixed obstacle detection for neighbouring paths. * Fixed `Player spawner` not spawning in some cases when adding the new `ID` for player NPCs. * Player spawn no longer throws an exception if it doesn't exist. * Fixed `Input` for `Player car` in `Editor` when `Android` build is selected. * Fixed road segment merge. Changed ~~~~~~~~~~~~ * Major refactoring of the project to make it more modular. * Now the project can be used for traffic simulation only, without player & extra features. * Project no longer overwrites the settings by default. * FMOD no longer required package. * Removed `Naughty attributes` dependency. * `Zenject` can be an optional dependency. * Now all sound data is stored in `SoundDataContainer` scriptable object. * Min `Burst` version 1.8.16 for `Unity` 2022.3.31 or higher. [1.0.7d] - 06-06-2024 ------------ Added ~~~~~~~~~~~~ * Create & connect :ref:`Pedestrian nodes ` in the prefab scene. * Added gradle config for Android for Unity 6. * Added support `Cinemachine 3.0+ `_. Fixed ~~~~~~~~~~~~ * Fixed Unity package dependency resolving for the first time can cause endless script compilation. * :ref:`Custom straight ` road may have null traffic nodes due to initial creation in some cases. * Fixed :ref:`Custom straight ` road oneway path generation with multiple lanes. * Fixed :ref:`Custom segment ` path surface snapping. * Fixed :ref:`Pedestrian node creator ` losing sceneview focus, causing the hotkey for it to be disabled. * Animation baker minor UI fixes & improvements. [1.0.7c] - 31-05-2024 ------------ Fixed ~~~~~~~~~~~~ * Fixed package initilization window doesn't load in some cases. * Fixed package initilization window appears randomly on Mac OS. [1.0.7b] - 29-05-2024 ------------ Added ~~~~~~~~~~~~ * Auto bootstrap option for single scene. * Bootstrap logging. * Entity road drawer for the editor time. Fixed ~~~~~~~~~~~~ * Car prefab creator ID duplicate error. * Script defines after the project update. * Input in the custom vehicle test scene. [1.0.7] - 24-05-2024 ------------ Added ~~~~~~~~~~~~ * New auto-spline option for `Bezier` curves in the :ref:`Path Creator ` * New :ref:`extrude lane ` option for :ref:`Custom segment ` road in the :ref:`RoadSegmentCreator ` * New divider line for :ref:`Traffic nodes ` & :ref:`Custom straight ` roads. * New components to interact with :ref:`Hybrid pedestrians ` from `MonoBehaviour's`. * Custom ragdoll user's support for :ref:`Hybrid pedestrians `. * New custom IDs for vehicles in the :ref:`Car Prefab Creator `. * New car model selection list for the :ref:`player spawner ` when the player is spawned in the car. * User's :ref:`custom camera ` integration. Fixed ~~~~~~~~~~~~ * Fixed :ref:`Pedestrian node ` connection on custom terrain shapes in the :ref:`Pedestrian node creator `. * Fixed auto-switch type for oneway paths in the :ref:`Path Creator `. * Player spawn, if the player originally spawned in the car. * Fixed a potential `Type mismatch` error for animation clips in :ref:`Animation Baker ` which could cause the UI to break. * Fixed a potential `NaN` position for pedestrian in the `Antistuck system`. * Fixed traffic spawner for the path with `0` index. * Fixed compatibility with Unity 2023.2. Changed ~~~~~~~~~~~~ * :ref:`Pedestrian node ` scene filtering updates when node settings are changed in the :ref:`Pedestrian node creator `. * `PedestrianReferences` component renamed to `PedestrianEntityRef`. [1.0.6] - 22-04-2024 ------------ Added ~~~~~~~~~~~~ * New connection type for :ref:`Path Creator `. * New :ref:`traffic light ` customizations for Road Segment Creator tool. * New :ref:`crosswalk node shape ` option for :ref:`Road Segment Creator `. * New state utils methods for pedestrian. Fixed ~~~~~~~~~~~~ * Fixed path connection for Path Creator in some cases * Fix for traffic light duplication when editing a road segment in the subscene. Changed ~~~~~~~~~~~~ * UX improvement for Path Creator. [1.0.5] - 15-04-2024 ------------ Added ~~~~~~~~~~~~ * New :ref:`multi-mesh ` customization support for GPU animations. * New custom :ref:`attachments ` support for GPU animations. * New custom GPU animation :ref:`option ` for selected pedestrians. * Integration for custom :ref:`player vehicle controller ` plugin which controlled by MonoBehaviour script **[experimental]**. Fixed ~~~~~~~~~~~~ * Animation GPU baking with animated parent. * Fixed physics surface cloning tool in some cases. * Traffic spawn fix in some cases. * Fixed obstacle detection for reverse or arc paths. * Static physics culling. Changed ~~~~~~~~~~~~ * Traffic lights are disabled by default for straight road templates. * Removed obsolete options for Car Prefab Creator. [1.0.4] - 04-04-2024 ------------ Added ~~~~~~~~~~~~ * New align custom straight road feature :ref:`along the surface `. * New animation baker clip binding. Fixed ~~~~~~~~~~~~ * Path recalculation for custom straight roads. * Re-creation of the road segment with custom user orientation. * Fix waypoint info display for road segment in some cases. Changed ~~~~~~~~~~~~ * Improved :ref:`snapping ` for custom road segments. [1.0.3b] - 01-04-2024 ------------ Fixed ~~~~~~~~~~~~ * First init editor hotfix. * Path baking validation fix. [1.0.3] - 29-03-2024 ------------ Added ~~~~~~~~~~~~ * Added GPU animation :ref:`transition preview `. * New optimized shaders for crowds. * GPU data preparation for LODs. * New user-friendly animation shader control. Changed ~~~~~~~~~~~~ * Update to entities 1.2.0 * GPU animation baking and playback algorithm for better memory texture layout. * Improved GPU transition animations. [1.0.2] - 25-03-2024 ------------ Added ~~~~~~~~~~~~ * New movement randomization speed for pedestrians. Fixed ~~~~~~~~~~~~ * A rare build crash caused by the area trigger system. * Fixed the pedestrian physics runtime option in the build. * Mobile input for build. [1.0.1b] - 22-03-2024 ------------ Fixed ~~~~~~~~~~~~ * Traffic mask settings editor fix. * Script refactoring. [1.0.1] - 20-03-2024 ------------ Fixed ~~~~~~~~~~~~ * Missing script hotfix. [1.0.0] - 19-03-2024 ------------ * Initial release.