Change Log
[1.7.4] - 17-06-2026
Added
Added an additional safe distance parameter for changing lanes vehicles to prevent them from hitting the forward vehicle.
Added custom scaling support for road constructor roads.
Changed
Improved global traffic light window for connecting merged traffic nodes with traffic light.
Improved path creator workflow with one-way roads to prevent incorrect connection side selection.
Fixed
Fixed a potential endless stuck during reverse avoidance.
Fixed potential wrong raycast detection if many mono cars are in use with physics enabled.
Fixed a warning message for the roundabout.
[1.7.3] - 12-06-2026
Added
Added transient forces for arcade vehicle controller to prevent slipping on inclined surfaces.
Added support motorcycles & three-wheelers for arcade vehicle controller.
Added configurable boundary constraints for pedestrians on paths for crowd avoidance method.
Changed
Improved EasyRoads3D road generation, depending on the prefabs that are used.
Improved traffic light auto reconnecting with global traffic light tool for merged traffic nodes.
Fixed
Fixed warning message for ReactionCollisionSystem.
Fixed warning messages for Unity 6.4.
[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.
Path creator can be used in the Prefab stage.
Global Light Settings can be used in the Prefab stage.
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 Path creator.
Fixed
Fixed path intersection calculation for custom shape surface.
Minor fix Car prefab creator text pattern search for wheels.
Fixed 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 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 TrafficNode, which triggers selected traffic light when traffic car enters this node.
The Traffic Road Debugger can be used at runtime to manually spawn vehicles in custom scenarios.
Added saving of 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 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 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 Road Parent.
Auto-connection distance in the 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 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 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 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 Animation Baker.
Multi texture container for Animation Baker.
Added chasing cars feature.
Path Waypoints can be traffic node functionality.
Added endless streaming for Custom straight road.
Added Auto-crossroad option for Custom segment for custom shape crossroads.
Pedestrian node generation along Custom straight road.
Custom straight can be converted into the Custom segment road.
Crosswalk connection for 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 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 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 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.
Custom straight road may have null traffic nodes due to initial creation in some cases.
Fixed Custom straight road oneway path generation with multiple lanes.
Fixed Custom segment path surface snapping.
Fixed 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 Path Creator
New extrude lane option for Custom segment road in the RoadSegmentCreator
New divider line for Traffic nodes & Custom straight roads.
New components to interact with Hybrid pedestrians from MonoBehaviour’s.
Custom ragdoll user’s support for Hybrid pedestrians.
New custom IDs for vehicles in the Car Prefab Creator.
New car model selection list for the player spawner when the player is spawned in the car.
User’s custom camera integration.
Fixed
Fixed Pedestrian node connection on custom terrain shapes in the Pedestrian node creator.
Fixed auto-switch type for oneway paths in the Path Creator.
Player spawn, if the player originally spawned in the car.
Fixed a potential Type mismatch error for animation clips in 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
Pedestrian node scene filtering updates when node settings are changed in the Pedestrian node creator.
PedestrianReferences component renamed to PedestrianEntityRef.
[1.0.6] - 22-04-2024
Added
New connection type for Path Creator.
New traffic light customizations for Road Segment Creator tool.
New crosswalk node shape option for 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 multi-mesh customization support for GPU animations.
New custom attachments support for GPU animations.
New custom GPU animation option for selected pedestrians.
Integration for custom 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 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 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 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.