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This might help combine road architect with another Unity plugins that use mesh data, for example, I use "terrain composer" to generate custom terrain subtraction for road by creating a special mesh for it and assign invisible layer for it.
The problem is that the road architect assigns a default layer for all extruded objects and I need to reassign the layer again every time the road is updated. Thanks for maintaining this great unity road creation engine!
The text was updated successfully, but these errors were encountered:
Probably we can add an input for the layer number which will auto change the layer on creation.
Should the layers you select in the road script then only be assigned to the created meshes or all objects of the road?
I think there is no need to create an one more input field for layer assign. It would be better if the road architect remember the current layer for each object or just prohibit to reset layers in road update script. anyway, for such a simple task it shouldn't too much affects on memory or cpu utilize
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This might help combine road architect with another Unity plugins that use mesh data, for example, I use "terrain composer" to generate custom terrain subtraction for road by creating a special mesh for it and assign invisible layer for it.

The problem is that the road architect assigns a default layer for all extruded objects and I need to reassign the layer again every time the road is updated. Thanks for maintaining this great unity road creation engine!
The text was updated successfully, but these errors were encountered: