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Unity Traffic System – City Traffic

By Game Engine, Unity

Creating a sandbox style traffic system in Unity is a challenge. As our previous posts have shown agents can use NavMesh and calculate shortest paths but the hit is high on processing which in turn limits the number of agents in a scene. Sander van der Vegte is a multidisciplinary game developer who for the past 12 years has fortunate enough to make a living creating games, part of his current development process is a city traffic game and thus finding ways for natural behaviour while maintaining a low processing requirment.

Screen Shot 2013-05-13 at 12.53.56

Unity City Traffic

The clip below is a recording of an autonomous traffic system. Cars drive around while aware of crossings and other vehicles. When something is blocking their path, they will stop. If it takes too long, they will back up and look for another path, the basic ruleset allows for humorous situations:

Traffic system from Sander van der Vegte on Vimeo.


Within the development the user is able to click on a car to take it over while falling off the edge triggers the random camera again.
It is well worth heading over to http://sandervandervegte.nl/ to view his other projects and to keep up to date on City Traffic.

Police Agent City Ball – Unity/NavMesh and CityEngine

By 3D Agents, 3D City, 3D Modelling, NavMesh

The natural conclusion of our recent posts on Unity and CityEngine is of course a physics/navmesh police chase with the agent target being a drag and drop ball.

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Police Car Agents in the City

We will release a version next week on the win/mac platforms for those interested – the aim was to explore shortest path modelling of agents in Unity within an urban scene:
The concept was developed as part of our Masters course here in CASA, to explore the development of 3D interactive urban scenes…

Urban Ball – CityEngine, Unity and Agent Based Modelling on the iPad

By Game Engines, Unity

CityEngine combined with Unity and a tablet – iOS requires a developers account, Android simple needs the 30 days Unity trial – allows city wide models to run with a touch based interface.

Urban Ball - CityEngine and Unity on iOS

Urban Ball – CityEngine and Unity on iOS

We have used our recent work on Unity and Agent Based modelling to create a simple app called ‘Urban Ball’. Development time so far is around a couple of days so the route from city modelling through to iOS app is remarkably short. Via some tweaked  physics and a touch interface linked to a to a ball (the target) we have a simple agent based model on the iPad.
The movie below shows the app so far:
We have been impressed with the rapid development path using Unity and the ability of the iPad to run city wide models complete with agents. Arguably we have completed a proof of concept here, in the next few weeks we will explore how much further we can go – perhaps to release our first free iPad/Android app….
See also – Trail Rending of Agents with NavMesh, Physics, Unity and CityEngineAugmented Reality City Table Top – Unity, CityEngine and Vufoira and  Shortest Path Modelling and NavMesh in Unity and CityEngine.
 

Table Top AR City

Augmented Reality City Table Top – Unity, CityEngine and Vufoira

By 3D Modelling, Architectural Visualisation

The Vuforia AR Extension for Unity allows developers to build AR apps using the cross-platform game engine – Unity. Working with both the free and pro versions of Unity, Vuforia is not only free it is also one of the best out there in terms of tracking and image based tagging.

Table Top AR City

Table Top AR City

Running on either iOS/Android or direct via a webcam it allows the integration of other Unity assets into scenes. As such you can create a table top digital city complete with agents all linked to an image based marker and running as a native iOS app:

We will be exploring this further over coming weeks, it opens up a lot of possibilities for augmenting city models (and office desks) with urban data visualisations via custom made iOS/Android apps….

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