.. _cityGen3D: CityGen3D ============ Limitations ------------ * For some complex generated roads may end up with artifact & may require manual fixing for them. * Currently, pedestrian nodes are not generated. How To Use ------------ #. Buy & download, import the following asset plugin: `CityGen3D `_ Getting Started ------------ #. Add the `CITYGEN_3D` scripting define to the `Player Settings` of the project. #. Open your scene. #. Create `City base`, in the `Unity` toolbar open: `Spirit604/CityEditor/Create/City Base` #. Create a new game object & add `CityGen3D_RoadGenerator` component. #. By default `CityGen3D` overrides layers, to assign the required layer for the current project, open the package init window: .. image:: /images/integration/citygen1.png #. Untick all toggles, set new layers for `Traffic` & `Pedestrian` nodes (for example 13 & 14) & press `Apply` button. .. image:: /images/integration/citygen2.png #. Open `CityGen3D` `Data` tab. .. image:: /images/integration/citygen3.png #. In the `Data` tab: #. Set `Data source` to `Download`. #. Make sure the `Locked` toggle is unchecked. #. Place the cursor on the `OSM` map for the desired location. #. Press `Download` button. .. image:: /images/integration/citygen4.png #. After the download is complete, scroll to the bottom of the page. .. image:: /images/integration/citygen5.png #. Press `Process`, `Load Generator`, `Run Generator` buttons in sequence. .. image:: /images/integration/citygen6.png `Result` #. In the `CityGen3D_RoadGenerator`, press `Generate` button. .. image:: /images/integration/citygen7.png #. In the `Debug` tab, enable `Show select buttons`. #. In the `Generated tab`, check all problems, also check for road artifacts in the scene & fix them by selecting segments & fixing nodes & paths for them. .. image:: /images/integration/citygen8.png #. Generate a :ref:`subscene ` when all steps are done. #. If you want to regenerate roads, press `Move back` button in the :ref:`Hub ` & regenerate roads in `CityGen3D_RoadGenerator` & generate subscene in the :ref:`Hub ` again.