Common Configs ===== .. _commonConfigs: .. contents:: :local: Common Configs ------------------- .. _generalSettingsConfig: General Settings Config ~~~~~~~~~~~~ Config to quickly on/off optional features. Where To Find ~~~~~~~~~~~~ .. image:: /images/configs/common/GeneralSettingsOnScene.png Config Example ~~~~~~~~~~~~ .. image:: /images/configs/common/GeneralSettingsConfig.png :scale: 70% Traffic Car Settings ^^^^^^^^^^^^^^^^^^^^^^ | **Has traffic** : on/off traffic vehicle in the city. **Traffic baking type:** * **Editor subscene** : all traffic entities are converted at editor subscene time. * **Runtime** : all traffic entities are converted at runtime. | **Change lane support** : on/off feature to change lanes for traffic. | **Traffic public support** : on/off public traffic vehicle in the city. | **Antistuck support** : on/off :ref:`antistuck ` feature for traffic vehicles. | **Avoidance support** : on/off :ref:`avoidance ` of the vehicles. | **Car hit collision reaction** : on/off traffic collision reaction to other traffic cars. | **Wheel system support** : on/off simple wheel system for traffic vehicles. Pedestrian Settings ^^^^^^^^^^^^^^^^^^^^^^ | **Has pedestrian** : on/off pedestrians in the city. **Pedestrian baking type:** * **Editor subscene** : all pedestrian entities are converted at editor subscene time. * **Runtime** : all pedestrian entities are converted at runtime. | **Pedestrian trigger system support** : on/off trigger feature for pedestrians (fear running due bullets etc...). | **Navigation support** : on/off navigation systems for pedestrians. Other Settings ^^^^^^^^^^^^^^^^^^^^^^ **World simulation type:** * **DOTS** : simulation of traffic & pedestrians entirely in `DOTS` space. * **Hybrid mono** : physics simulation run on `Monobehaviour` scripts, but input taken from `DOTS` entities simulation. **Physics simulation type:** * **No physics** : dots physics off. * **Unity physics** : `Unity` dots physics on. * **Havok physics** : `Havok` dots physics on (havok physical package is required). | **Cull physics** : on/off culling of the physics of dynamic objects that are far from the player. | **Cull static physics** :on/off culling of the physics of static objects that are far from the player. | **Force legacy physics** : force enable `built-in physics `_ , otherwise `built-in physics `_ will be disabled when :ref:`ragdoll ` is disabled. | **Health system support** : on/off health systems for all entities (vehicles, pedestrians, etc...). .. _propsDamageOption: | **Props damage system support** : on/off damage systems for :ref:`props `. Sound Configs ------------------- .. _soundConfig: Common Sound Config ~~~~~~~~~~~~ .. image:: /images/configs/common/CommonSoundConfig.png | **Has sounds** : on/off `DOTS` sound systems. | **Crowd sound** : on/off :ref:`crowd sound ` system for pedestrians. | **Random horns sound** : on/off horn :ref:`sound ` system for traffic. .. _soundCrowdConfig: Crowd Sound Config ~~~~~~~~~~~~ Сonfig for crowd background sound. The sound of the crowd is calculated based on of two areas: the inner circle and the outer circle. The sound in the inner circle is louder than the sound in the outer circle. .. image:: /images/configs/common/CrowdSoundConfig.png | **Crowd sound data** : crowd :ref:`sound ` data. | **Inner crowd sound count** : maximum volume for a given number of pedestrians in the inner circle. | **Outer crowd sound count** : maximum volume for a given number of pedestrians in the outer circle. | **Min crowd sound count** : minimum number of pedestrians to play the crowd sound. | **Max volume** : maximum volume level for the crowd sound. | **Outer max volume** : maximum volume in the outer circle. | **Min volume** : minimum volume level for the crowd sound. | **Inner cell offset** : offset of neighbouring cells relative to current cell in hashmap in the inner circle. | **Outer cell offset** : offset of neighbouring cells relative to current cell in hashmap in the outer circle. | **Lerp volume speed** : speed of sound volume change between current value and target value.