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

[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

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

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

[1.0.6] - 22-04-2024

Added

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.