├── screenshot.png ├── Assets ├── Editor │ ├── UnityStandardAssets.Editor.asmdef │ ├── UnityStandardAssets.Editor.asmdef.meta │ ├── CrossPlatformInput.meta │ └── CrossPlatformInput │ │ └── CrossPlatformInputInitialize.cs.meta ├── RoadGenerator │ ├── ProceduralRoadGenerator.asmdef │ ├── Prefabs │ │ ├── RoadGenerator.prefab │ │ └── RoadGenerator.prefab.meta │ ├── ProceduralRoadGenerator.asmdef.meta │ ├── Prefabs.meta │ ├── Scripts.meta │ └── Scripts │ │ ├── RoadGenerator.cs.meta │ │ └── RoadGenerator.cs ├── Miscs │ ├── ProceduralRoadGenerator.Misc.asmdef │ ├── Prefabs │ │ ├── Car.prefab │ │ ├── Main Camera.prefab │ │ ├── Street1Lane90m.prefab │ │ ├── Car.prefab.meta │ │ ├── Main Camera.prefab.meta │ │ └── Street1Lane90m.prefab.meta │ ├── Streets │ │ ├── Cross2X.FBX │ │ ├── CrossT.FBX │ │ ├── CrossX.FBX │ │ ├── Street1Lane30m.FBX │ │ ├── Street1Lane40m.FBX │ │ ├── Street1Lane50m.FBX │ │ ├── Street1Lane60m.FBX │ │ ├── Street1Lane70m.FBX │ │ ├── Street1Lane80m.FBX │ │ ├── Street1Lane90m.FBX │ │ ├── Materials │ │ │ ├── Street.mat │ │ │ ├── Crossing.mat │ │ │ ├── Sidewalk.mat │ │ │ ├── Street-T.mat │ │ │ ├── Street-X.mat │ │ │ ├── Street.mat.meta │ │ │ ├── Crossing.mat.meta │ │ │ ├── Sidewalk.mat.meta │ │ │ ├── Street-T.mat.meta │ │ │ └── Street-X.mat.meta │ │ ├── Street2Lanes80m.FBX │ │ ├── Textures │ │ │ ├── Crossing.jpg │ │ │ ├── Parking1.jpg │ │ │ ├── Parking2.jpg │ │ │ ├── Sidewalk.jpg │ │ │ ├── Street-T.jpg │ │ │ ├── Street-X.jpg │ │ │ ├── Street.jpg │ │ │ ├── ParkingEntry.jpg │ │ │ ├── StreetToParking.jpg │ │ │ ├── Crossing.jpg.meta │ │ │ ├── Parking1.jpg.meta │ │ │ ├── Parking2.jpg.meta │ │ │ ├── Sidewalk.jpg.meta │ │ │ ├── Street-T.jpg.meta │ │ │ ├── Street-X.jpg.meta │ │ │ ├── Street.jpg.meta │ │ │ ├── ParkingEntry.jpg.meta │ │ │ └── StreetToParking.jpg.meta │ │ ├── Street1LaneTurn15Deg.FBX │ │ ├── Street1LaneTurn30Deg.FBX │ │ ├── Street1LaneTurn45Deg.FBX │ │ ├── Street1LaneTurn60Deg.FBX │ │ ├── Street1LaneTurn90Deg.FBX │ │ ├── Street2LanesTurn15Deg.FBX │ │ ├── Street2LanesTurn30Deg.FBX │ │ ├── Materials.meta │ │ ├── Textures.meta │ │ ├── CrossT.FBX.meta │ │ ├── CrossX.FBX.meta │ │ ├── Cross2X.FBX.meta │ │ ├── Street1Lane30m.FBX.meta │ │ ├── Street1Lane40m.FBX.meta │ │ ├── Street1Lane50m.FBX.meta │ │ ├── Street1Lane60m.FBX.meta │ │ ├── Street1Lane70m.FBX.meta │ │ ├── Street1Lane80m.FBX.meta │ │ ├── Street2Lanes80m.FBX.meta │ │ ├── Street1LaneTurn15Deg.FBX.meta │ │ ├── Street1LaneTurn30Deg.FBX.meta │ │ ├── Street1LaneTurn45Deg.FBX.meta │ │ ├── Street1LaneTurn60Deg.FBX.meta │ │ ├── Street1LaneTurn90Deg.FBX.meta │ │ ├── Street2LanesTurn15Deg.FBX.meta │ │ ├── Street2LanesTurn30Deg.FBX.meta │ │ └── Street1Lane90m.FBX.meta │ ├── Materials │ │ ├── SandAlbedo.mat │ │ ├── GrassHillAlbedo.mat │ │ ├── SandAlbedo.mat.meta │ │ └── GrassHillAlbedo.mat.meta │ ├── ProceduralRoadGenerator.Misc.asmdef.meta │ ├── Prefabs.meta │ ├── Scripts.meta │ ├── Streets.meta │ ├── Materials.meta │ └── Scripts │ │ ├── FollowCamera.cs.meta │ │ └── FollowCamera.cs ├── Scenes │ ├── demo.unity │ └── demo.unity.meta ├── Standard Assets │ ├── Fonts │ │ ├── Unipix.ttf │ │ ├── OpenSans │ │ │ ├── OpenSansBold.ttf │ │ │ ├── OpenSansLight.ttf │ │ │ ├── OpenSansRegular.ttf │ │ │ ├── License!.txt.meta │ │ │ ├── OpenSansSemibold.ttf │ │ │ ├── OpenSansBold.ttf.meta │ │ │ ├── OpenSansLight.ttf.meta │ │ │ ├── OpenSansRegular.ttf.meta │ │ │ └── OpenSansSemibold.ttf.meta │ │ ├── OpenSans.meta │ │ └── Unipix.ttf.meta │ ├── Vehicles │ │ ├── Car │ │ │ ├── Models │ │ │ │ ├── SkyCar.fbx │ │ │ │ ├── Materials │ │ │ │ │ ├── SkyCarOcclusion.mat │ │ │ │ │ ├── SkyCarWheelAlbedo.mat │ │ │ │ │ ├── SkyCarOcclusion.mat.meta │ │ │ │ │ └── SkyCarWheelAlbedo.mat.meta │ │ │ │ └── Materials.meta │ │ │ ├── Prefabs │ │ │ │ ├── Car.prefab │ │ │ │ ├── Car.prefab.meta │ │ │ │ ├── SkidTrail.prefab.meta │ │ │ │ ├── CarWaypointBased.prefab.meta │ │ │ │ └── SkidTrail.prefab │ │ │ ├── CarGuidelines.txt.meta │ │ │ ├── Materials │ │ │ │ ├── SkyCarBodyGrey.mat │ │ │ │ ├── SkyCarWheelGrey.mat │ │ │ │ ├── TrailSkid.mat.meta │ │ │ │ ├── ParticleBurnout.mat.meta │ │ │ │ ├── ParticleSmokeWhite.mat.meta │ │ │ │ ├── SkyCarBodyGrey.mat.meta │ │ │ │ ├── SkyCarBodyWhite.mat.meta │ │ │ │ ├── SkyCarLightGlows.mat.meta │ │ │ │ ├── SkyCarWheelGrey.mat.meta │ │ │ │ ├── SkyCarWheelWhite.mat.meta │ │ │ │ ├── SkyCarLightCoversGrey.mat.meta │ │ │ │ ├── SkyCarLightCoversWhite.mat.meta │ │ │ │ ├── ParticleBurnout.mat │ │ │ │ └── ParticleSmokeWhite.mat │ │ │ ├── Textures │ │ │ │ ├── SkidTrailAlbedo.png │ │ │ │ ├── ParticleCloudWhite.png │ │ │ │ ├── SkyCarBodyNormals.png │ │ │ │ ├── SkyCarWheelNormals.png │ │ │ │ ├── SkyCarBodyOcclusion.png │ │ │ │ ├── SkyCarWheelOcclusion.png │ │ │ │ ├── SkyCarLightsGlowAlpha.png │ │ │ │ ├── SkidTrailAlbedo.png.meta │ │ │ │ ├── ParticleCloudWhite.png.meta │ │ │ │ ├── SkyCarLightsGlowAlpha.png.meta │ │ │ │ ├── SkyCarBodyNormals.png.meta │ │ │ │ ├── SkyCarBodyOcclusion.png.meta │ │ │ │ ├── SkyCarWheelOcclusion.png.meta │ │ │ │ └── SkyCarWheelNormals.png.meta │ │ │ ├── Shaders │ │ │ │ ├── ReflectiveDiffuseSpec.shader.meta │ │ │ │ ├── DiffuseReflectiveShader.shader.meta │ │ │ │ ├── ReflectiveDiffuseSpecTransp.shader.meta │ │ │ │ ├── DiffuseReflectiveShader.shader │ │ │ │ ├── ReflectiveDiffuseSpec.shader │ │ │ │ └── ReflectiveDiffuseSpecTransp.shader │ │ │ ├── Materials.meta │ │ │ ├── Models.meta │ │ │ ├── Prefabs.meta │ │ │ ├── Scripts.meta │ │ │ ├── Shaders.meta │ │ │ ├── Textures.meta │ │ │ ├── Scripts │ │ │ │ ├── BrakeLight.cs.meta │ │ │ │ ├── CarAIControl.cs.meta │ │ │ │ ├── CarAudio.cs.meta │ │ │ │ ├── Mudguard.cs.meta │ │ │ │ ├── SkidTrail.cs.meta │ │ │ │ ├── Suspension.cs.meta │ │ │ │ ├── WheelEffects.cs.meta │ │ │ │ ├── CarController.cs.meta │ │ │ │ ├── CarSelfRighting.cs.meta │ │ │ │ ├── CarUserControl.cs.meta │ │ │ │ ├── SkidTrail.cs │ │ │ │ ├── BrakeLight.cs │ │ │ │ ├── Mudguard.cs │ │ │ │ ├── Suspension.cs │ │ │ │ ├── CarUserControl.cs │ │ │ │ ├── CarSelfRighting.cs │ │ │ │ └── WheelEffects.cs │ │ │ └── CarGuidelines.txt │ │ └── Car.meta │ ├── CrossPlatformInput │ │ ├── Sprites │ │ │ ├── TouchpadSprite.png │ │ │ ├── ButtonResetSprite.png │ │ │ ├── SliderHandleSprite.png │ │ │ ├── ButtonArrowUpSprite.png │ │ │ ├── ButtonBrakeUpSprite.png │ │ │ ├── ButtonSpacebarSprite.png │ │ │ ├── ButtonArrowOverSprite.png │ │ │ ├── ButtonBrakeOverSprite.png │ │ │ ├── SliderBackgroundSprite.png │ │ │ ├── ButtonAcceleratorUpSprite.png │ │ │ ├── ButtonCameraCycleUpSprite.png │ │ │ ├── ButtonThumbstickUpSprite.png │ │ │ ├── ButtonAcceleratorOverSprite.png │ │ │ ├── ButtonThumbstickOverSprite.png │ │ │ ├── ButtonTimescaleFullUpSprite.png │ │ │ ├── ButtonTimescaleSlowUpSprite.png │ │ │ ├── ButtonArrowOverSprite.png.meta │ │ │ ├── ButtonArrowUpSprite.png.meta │ │ │ ├── ButtonBrakeOverSprite.png.meta │ │ │ ├── ButtonBrakeUpSprite.png.meta │ │ │ ├── SliderHandleSprite.png.meta │ │ │ ├── ButtonAcceleratorOverSprite.png.meta │ │ │ ├── ButtonAcceleratorUpSprite.png.meta │ │ │ ├── ButtonCameraCycleUpSprite.png.meta │ │ │ ├── ButtonThumbstickOverSprite.png.meta │ │ │ ├── ButtonThumbstickUpSprite.png.meta │ │ │ ├── ButtonTimescaleFullUpSprite.png.meta │ │ │ ├── ButtonTimescaleSlowUpSprite.png.meta │ │ │ ├── ButtonResetSprite.png.meta │ │ │ ├── TouchpadSprite.png.meta │ │ │ ├── ButtonSpacebarSprite.png.meta │ │ │ └── SliderBackgroundSprite.png.meta │ │ ├── CrossPlatformInputGuidelines.txt.meta │ │ ├── Prefabs │ │ │ ├── CarTiltControls.prefab.meta │ │ │ ├── DualTouchControls.prefab.meta │ │ │ ├── MobileTiltControlRig.prefab.meta │ │ │ ├── MobileAircraftControls.prefab.meta │ │ │ └── MobileSingleStickControl.prefab.meta │ │ ├── Prefabs.meta │ │ ├── Scripts.meta │ │ ├── Sprites.meta │ │ ├── Scripts │ │ │ ├── PlatformSpecific.meta │ │ │ ├── Joystick.cs.meta │ │ │ ├── TouchPad.cs.meta │ │ │ ├── AxisTouchButton.cs.meta │ │ │ ├── ButtonHandler.cs.meta │ │ │ ├── MobileControlRig.cs.meta │ │ │ ├── VirtualInput.cs.meta │ │ │ ├── InputAxisScrollbar.cs.meta │ │ │ ├── PlatformSpecific │ │ │ │ ├── MobileInput.cs.meta │ │ │ │ ├── StandaloneInput.cs.meta │ │ │ │ └── StandaloneInput.cs │ │ │ ├── CrossPlatformInputManager.cs.meta │ │ │ ├── TiltInput.cs.meta │ │ │ ├── InputAxisScrollbar.cs │ │ │ ├── ButtonHandler.cs │ │ │ ├── MobileControlRig.cs │ │ │ ├── AxisTouchButton.cs │ │ │ └── Joystick.cs │ │ └── CrossPlatformInputGuidelines.txt │ ├── Environment │ │ ├── TerrainAssets │ │ │ ├── SurfaceTextures │ │ │ │ ├── GrassHillAlbedo.psd │ │ │ │ └── GrassHillAlbedo.psd.meta │ │ │ └── SurfaceTextures.meta │ │ └── TerrainAssets.meta │ ├── UnityStandardAssets.asmdef.meta │ ├── Fonts.meta │ ├── Environment.meta │ ├── Vehicles.meta │ ├── CrossPlatformInput.meta │ └── UnityStandardAssets.asmdef ├── Editor.meta ├── Miscs.meta ├── Scenes.meta ├── RoadGenerator.meta └── Standard Assets.meta ├── ProjectSettings ├── ProjectVersion.txt ├── TagManager.asset ├── VFXManager.asset ├── AudioManager.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── TimeManager.asset ├── DynamicsManager.asset ├── EditorSettings.asset ├── 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{instanceID: 0} 12 | userData: 13 | assetBundleName: 14 | -------------------------------------------------------------------------------- /Assets/RoadGenerator/Scripts/RoadGenerator.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7c7ac433dae14b34cbf8db9dfd898483 3 | timeCreated: 1475964823 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Standard Assets/UnityStandardAssets.asmdef: -------------------------------------------------------------------------------- 1 | { 2 | "name": "UnityStandardAssets", 3 | "references": [], 4 | "includePlatforms": [], 5 | "excludePlatforms": [], 6 | "allowUnsafeCode": false, 7 | "overrideReferences": false, 8 | "precompiledReferences": [], 9 | "autoReferenced": true, 10 | "defineConstraints": [], 11 | "versionDefines": [], 12 | "noEngineReferences": false 13 | } -------------------------------------------------------------------------------- /Assets/Standard Assets/Fonts/OpenSans/OpenSansBold.ttf.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 87c316b602156405d92e616621658222 3 | TrueTypeFontImporter: 4 | serializedVersion: 2 5 | fontSize: 16 6 | forceTextureCase: -2 7 | characterSpacing: 1 8 | characterPadding: 0 9 | includeFontData: 1 10 | use2xBehaviour: 0 11 | fontNames: [] 12 | customCharacters: 13 | fontRenderingMode: 0 14 | userData: 15 | assetBundleName: 16 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Fonts/OpenSans/OpenSansLight.ttf.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 04a842e316b6f44bf8da702de26a8ed6 3 | TrueTypeFontImporter: 4 | serializedVersion: 2 5 | fontSize: 16 6 | forceTextureCase: -2 7 | characterSpacing: 1 8 | characterPadding: 0 9 | includeFontData: 1 10 | use2xBehaviour: 0 11 | fontNames: [] 12 | customCharacters: 13 | fontRenderingMode: 0 14 | userData: 15 | assetBundleName: 16 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Fonts/OpenSans/OpenSansRegular.ttf.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b51a3e520f9164da198dc59c8acfccd6 3 | TrueTypeFontImporter: 4 | serializedVersion: 2 5 | fontSize: 16 6 | forceTextureCase: -2 7 | characterSpacing: 1 8 | characterPadding: 0 9 | includeFontData: 1 10 | use2xBehaviour: 0 11 | fontNames: [] 12 | customCharacters: 13 | fontRenderingMode: 0 14 | userData: 15 | assetBundleName: 16 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Fonts/OpenSans/OpenSansSemibold.ttf.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 01cd679a1b9ee48bf9c546f6ce2cb97e 3 | TrueTypeFontImporter: 4 | serializedVersion: 2 5 | fontSize: 16 6 | forceTextureCase: -2 7 | characterSpacing: 1 8 | characterPadding: 0 9 | includeFontData: 1 10 | use2xBehaviour: 0 11 | fontNames: [] 12 | customCharacters: 13 | fontRenderingMode: 0 14 | userData: 15 | assetBundleName: 16 | -------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput/Scripts/InputAxisScrollbar.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.CrossPlatformInput 5 | { 6 | public class InputAxisScrollbar : MonoBehaviour 7 | { 8 | public string axis; 9 | 10 | void Update() { } 11 | 12 | public void HandleInput(float value) 13 | { 14 | CrossPlatformInputManager.SetAxis(axis, (value*2f) - 1f); 15 | } 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Readme.md: -------------------------------------------------------------------------------- 1 | # Road Generator for Unity3d 2 | 3 | Road Generator is script for Unity3d that allows you to generate procedural path for your runner or car race games 4 | 5 | ## Usage 6 | 7 | See example scene in Scenes folder named 'demo'. 8 | 9 | ## Screenshot 10 | 11 | ![](https://github.com/Redouane64/Road-Generator-Unity3d/blob/master/screenshot.png?raw=true) 12 | 13 | ### Used Assets from AssetStore 14 | Simple Modular Street Kit https://www.assetstore.unity3d.com/en/#!/content/13811 15 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Fonts/Unipix.ttf.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1f16052dfd5f6f54e94e97ecedd4c86b 3 | timeCreated: 1447161301 4 | licenseType: Pro 5 | TrueTypeFontImporter: 6 | serializedVersion: 2 7 | fontSize: 16 8 | forceTextureCase: -2 9 | characterSpacing: 1 10 | characterPadding: 0 11 | includeFontData: 1 12 | use2xBehaviour: 0 13 | fontNames: [] 14 | fallbackFontReferences: [] 15 | customCharacters: 16 | fontRenderingMode: 0 17 | userData: 18 | assetBundleName: 19 | assetBundleVariant: 20 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Vehicles/Car/Scripts/SkidTrail.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using UnityEngine; 4 | 5 | namespace UnityStandardAssets.Vehicles.Car 6 | { 7 | public class SkidTrail : MonoBehaviour 8 | { 9 | [SerializeField] private float m_PersistTime; 10 | 11 | 12 | private IEnumerator Start() 13 | { 14 | while (true) 15 | { 16 | yield return null; 17 | 18 | if (transform.parent.parent == null) 19 | { 20 | Destroy(gameObject, m_PersistTime); 21 | } 22 | } 23 | } 24 | } 25 | } 26 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Vehicles/Car/Scripts/BrakeLight.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.Vehicles.Car 5 | { 6 | public class BrakeLight : MonoBehaviour 7 | { 8 | public CarController car; // reference to the car controller, must be dragged in inspector 9 | 10 | private Renderer m_Renderer; 11 | 12 | 13 | private void Start() 14 | { 15 | m_Renderer = GetComponent(); 16 | } 17 | 18 | 19 | private void Update() 20 | { 21 | // enable the Renderer when the car is braking, disable it otherwise. 22 | m_Renderer.enabled = car.BrakeInput > 0f; 23 | } 24 | } 25 | } 26 | -------------------------------------------------------------------------------- /Assets/Miscs/Scripts/FollowCamera.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class FollowCamera : MonoBehaviour { 5 | 6 | public float damping = 4f; 7 | public Transform target; 8 | public float distance = 9f; 9 | public float height = 3f; 10 | 11 | private Vector3 cameraPosition; 12 | private Vector3 newFollowPosition; 13 | // Use this for initialization 14 | void Start () { 15 | 16 | } 17 | 18 | // Update is called once per frame 19 | void Update () { 20 | if (!target) 21 | return; 22 | 23 | cameraPosition = new Vector3(0, -height, distance); 24 | newFollowPosition = target.position - cameraPosition; 25 | transform.position = Vector3.Slerp(transform.position, newFollowPosition, damping); 26 | } 27 | } 28 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Vehicles/Car/Scripts/Mudguard.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.Vehicles.Car 5 | { 6 | // this script is specific to the supplied Sample Assets car, which has mudguards over the front wheels 7 | // which have to turn with the wheels when steering is applied. 8 | 9 | public class Mudguard : MonoBehaviour 10 | { 11 | public CarController carController; // car controller to get the steering angle 12 | 13 | private Quaternion m_OriginalRotation; 14 | 15 | 16 | private void Start() 17 | { 18 | m_OriginalRotation = transform.localRotation; 19 | } 20 | 21 | 22 | private void Update() 23 | { 24 | transform.localRotation = m_OriginalRotation*Quaternion.Euler(0, carController.CurrentSteerAngle, 0); 25 | } 26 | } 27 | } 28 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Vehicles/Car/Scripts/Suspension.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.Vehicles.Car 5 | { 6 | // this script is specific to the car supplied in the the assets 7 | // it controls the suspension hub to make it move with the wheel are it goes over bumps 8 | public class Suspension : MonoBehaviour 9 | { 10 | public GameObject wheel; // The wheel that the script needs to referencing to get the postion for the suspension 11 | 12 | 13 | private Vector3 m_TargetOriginalPosition; 14 | private Vector3 m_Origin; 15 | 16 | 17 | private void Start() 18 | { 19 | m_TargetOriginalPosition = wheel.transform.localPosition; 20 | m_Origin = transform.localPosition; 21 | } 22 | 23 | 24 | private void Update() 25 | { 26 | transform.localPosition = m_Origin + (wheel.transform.localPosition - m_TargetOriginalPosition); 27 | } 28 | } 29 | } 30 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Vehicles/Car/Scripts/CarUserControl.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | using UnityStandardAssets.CrossPlatformInput; 4 | 5 | namespace UnityStandardAssets.Vehicles.Car 6 | { 7 | [RequireComponent(typeof (CarController))] 8 | public class CarUserControl : MonoBehaviour 9 | { 10 | private CarController m_Car; // the car controller we want to use 11 | 12 | 13 | private void Awake() 14 | { 15 | // get the car controller 16 | m_Car = GetComponent(); 17 | } 18 | 19 | 20 | private void FixedUpdate() 21 | { 22 | // pass the input to the car! 23 | float h = CrossPlatformInputManager.GetAxis("Horizontal"); 24 | float v = CrossPlatformInputManager.GetAxis("Vertical"); 25 | #if !MOBILE_INPUT 26 | float handbrake = CrossPlatformInputManager.GetAxis("Jump"); 27 | m_Car.Move(h, v, v, handbrake); 28 | #else 29 | m_Car.Move(h, v, v, 0f); 30 | #endif 31 | } 32 | } 33 | } 34 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Vehicles/Car/Shaders/DiffuseReflectiveShader.shader: -------------------------------------------------------------------------------- 1 | Shader "Reflective/Diffuse Transperant" { 2 | Properties { 3 | _Color ("Main Color", Color) = (1,1,1,1) 4 | _ReflectColor ("Reflection Color", Color) = (1,1,1,0.5) 5 | _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} 6 | _Cube ("Reflection Cubemap", Cube) = "_Skybox" { TexGen CubeReflect } 7 | } 8 | SubShader { 9 | LOD 300 10 | Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} 11 | 12 | CGPROGRAM 13 | #pragma surface surf Lambert alpha 14 | 15 | sampler2D _MainTex; 16 | samplerCUBE _Cube; 17 | 18 | fixed4 _Color; 19 | fixed4 _ReflectColor; 20 | 21 | struct Input { 22 | float2 uv_MainTex; 23 | float3 worldRefl; 24 | }; 25 | 26 | void surf (Input IN, inout SurfaceOutput o) { 27 | fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); 28 | fixed4 c = tex * _Color; 29 | o.Albedo = c.rgb; 30 | 31 | fixed4 reflcol = texCUBE (_Cube, IN.worldRefl); 32 | reflcol *= tex.a; 33 | o.Emission = reflcol.rgb * _ReflectColor.rgb; 34 | o.Alpha = c.a; 35 | } 36 | ENDCG 37 | } 38 | 39 | FallBack "Reflective/VertexLit" 40 | } 41 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2017 Redouane Sobaihi 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput/Scripts/ButtonHandler.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.CrossPlatformInput 5 | { 6 | public class ButtonHandler : MonoBehaviour 7 | { 8 | 9 | public string Name; 10 | 11 | void OnEnable() 12 | { 13 | 14 | } 15 | 16 | public void SetDownState() 17 | { 18 | CrossPlatformInputManager.SetButtonDown(Name); 19 | } 20 | 21 | 22 | public void SetUpState() 23 | { 24 | CrossPlatformInputManager.SetButtonUp(Name); 25 | } 26 | 27 | 28 | public void SetAxisPositiveState() 29 | { 30 | CrossPlatformInputManager.SetAxisPositive(Name); 31 | } 32 | 33 | 34 | public void SetAxisNeutralState() 35 | { 36 | CrossPlatformInputManager.SetAxisZero(Name); 37 | } 38 | 39 | 40 | public void SetAxisNegativeState() 41 | { 42 | CrossPlatformInputManager.SetAxisNegative(Name); 43 | } 44 | 45 | public void Update() 46 | { 47 | 48 | } 49 | } 50 | } 51 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Vehicles/Car/Materials/ParticleBurnout.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 4 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: ParticleBurnout 10 | m_Shader: {fileID: 203, guid: 0000000000000000f000000000000000, type: 0} 11 | m_ShaderKeywords: 12 | m_CustomRenderQueue: -1 13 | 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Assets/Vehicles/Car/Shaders/ReflectiveDiffuseSpec.shader: -------------------------------------------------------------------------------- 1 | Shader "Reflective/Diffuse Reflection Spec" { 2 | Properties { 3 | _Color ("Main Color", Color) = (1,1,1,1) 4 | _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 0) 5 | _Shininess ("Shininess", Range (0.01, 1)) = 0.078125 6 | _ReflectColor ("Reflection Color", Color) = (1,1,1,0.5) 7 | _MainTex ("Base (RGB) RefStrength+Gloss (A)", 2D) = "white" {} 8 | _Cube ("Reflection Cubemap", Cube) = "_Skybox" { TexGen CubeReflect } 9 | } 10 | SubShader { 11 | LOD 200 12 | Tags { "RenderType"="Opaque" } 13 | 14 | CGPROGRAM 15 | #pragma surface surf BlinnPhong 16 | 17 | sampler2D _MainTex; 18 | samplerCUBE _Cube; 19 | 20 | fixed4 _Color; 21 | fixed4 _ReflectColor; 22 | half _Shininess; 23 | 24 | struct Input { 25 | float2 uv_MainTex; 26 | float3 worldRefl; 27 | }; 28 | 29 | void surf (Input IN, inout SurfaceOutput o) { 30 | fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); 31 | fixed4 c = tex * _Color; 32 | o.Albedo = c.rgb; 33 | o.Gloss = tex.a; 34 | fixed4 reflcol = texCUBE (_Cube, IN.worldRefl); 35 | reflcol *= tex.a; 36 | o.Specular = _Shininess; 37 | o.Emission = reflcol.rgb * _ReflectColor.rgb * tex.a; 38 | 39 | } 40 | ENDCG 41 | } 42 | 43 | FallBack "Reflective/VertexLit" 44 | } 45 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Vehicles/Car/Shaders/ReflectiveDiffuseSpecTransp.shader: -------------------------------------------------------------------------------- 1 | Shader "Reflective/Diffuse Reflection Spec Transp" { 2 | Properties { 3 | _Color ("Main Color", Color) = (1,1,1,1) 4 | _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 0) 5 | _Shininess ("Shininess", Range (0.01, 1)) = 0.078125 6 | _ReflectColor ("Reflection Color", Color) = (1,1,1,0.5) 7 | _MainTex ("Base (RGB) RefStrength+Gloss (A)", 2D) = "white" {} 8 | _Cube ("Reflection Cubemap", Cube) = "_Skybox" { 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fileFormatVersion: 2 2 | guid: 9d7c6e4896067aa4fa512a00f692ac1c 3 | TextureImporter: 4 | internalIDToNameTable: [] 5 | externalObjects: {} 6 | serializedVersion: 10 7 | mipmaps: 8 | mipMapMode: 0 9 | enableMipMap: 1 10 | sRGBTexture: 1 11 | linearTexture: 0 12 | fadeOut: 0 13 | borderMipMap: 0 14 | mipMapsPreserveCoverage: 0 15 | alphaTestReferenceValue: 0.5 16 | mipMapFadeDistanceStart: 1 17 | mipMapFadeDistanceEnd: 3 18 | bumpmap: 19 | convertToNormalMap: 0 20 | externalNormalMap: 0 21 | heightScale: 0.25 22 | normalMapFilter: 0 23 | isReadable: 0 24 | streamingMipmaps: 0 25 | streamingMipmapsPriority: 0 26 | grayScaleToAlpha: 0 27 | generateCubemap: 6 28 | cubemapConvolution: 0 29 | seamlessCubemap: 0 30 | textureFormat: -1 31 | maxTextureSize: 256 32 | textureSettings: 33 | serializedVersion: 2 34 | filterMode: 1 35 | aniso: 16 36 | mipBias: -100 37 | wrapU: 1 38 | wrapV: 1 39 | wrapW: 1 40 | nPOTScale: 0 41 | lightmap: 0 42 | compressionQuality: 50 43 | spriteMode: 1 44 | spriteExtrude: 1 45 | spriteMeshType: 1 46 | alignment: 0 47 | spritePivot: {x: 0.5, y: 0.5} 48 | spritePixelsToUnits: 100 49 | spriteBorder: {x: 0, y: 0, z: 0, w: 0} 50 | spriteGenerateFallbackPhysicsShape: 1 51 | alphaUsage: 1 52 | alphaIsTransparency: 1 53 | spriteTessellationDetail: -1 54 | textureType: 8 55 | textureShape: 1 56 | singleChannelComponent: 0 57 | maxTextureSizeSet: 0 58 | compressionQualitySet: 0 59 | textureFormatSet: 0 60 | platformSettings: 61 | - serializedVersion: 3 62 | buildTarget: DefaultTexturePlatform 63 | maxTextureSize: 256 64 | resizeAlgorithm: 0 65 | textureFormat: -1 66 | textureCompression: 1 67 | compressionQuality: 50 68 | crunchedCompression: 0 69 | allowsAlphaSplitting: 0 70 | overridden: 0 71 | androidETC2FallbackOverride: 0 72 | forceMaximumCompressionQuality_BC6H_BC7: 0 73 | spriteSheet: 74 | serializedVersion: 2 75 | sprites: [] 76 | outline: [] 77 | physicsShape: [] 78 | bones: [] 79 | spriteID: 5e97eb03825dee720800000000000000 80 | 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19 | #if !UNITY_EDITOR 20 | void OnEnable() 21 | { 22 | CheckEnableControlRig(); 23 | } 24 | #endif 25 | 26 | private void Start() 27 | { 28 | #if UNITY_EDITOR 29 | if (Application.isPlaying) //if in the editor, need to check if we are playing, as start is also called just after exiting play 30 | #endif 31 | { 32 | UnityEngine.EventSystems.EventSystem system = GameObject.FindObjectOfType(); 33 | 34 | if (system == null) 35 | {//the scene have no event system, spawn one 36 | GameObject o = new GameObject("EventSystem"); 37 | 38 | o.AddComponent(); 39 | o.AddComponent(); 40 | } 41 | } 42 | } 43 | 44 | #if UNITY_EDITOR 45 | 46 | private void OnEnable() 47 | { 48 | EditorUserBuildSettings.activeBuildTargetChanged += Update; 49 | EditorApplication.update += Update; 50 | } 51 | 52 | 53 | private void OnDisable() 54 | { 55 | EditorUserBuildSettings.activeBuildTargetChanged -= Update; 56 | EditorApplication.update -= Update; 57 | } 58 | 59 | 60 | private void Update() 61 | { 62 | CheckEnableControlRig(); 63 | } 64 | #endif 65 | 66 | 67 | private void CheckEnableControlRig() 68 | { 69 | #if MOBILE_INPUT 70 | EnableControlRig(true); 71 | #else 72 | EnableControlRig(false); 73 | #endif 74 | } 75 | 76 | 77 | private void EnableControlRig(bool enabled) 78 | { 79 | foreach (Transform t in transform) 80 | { 81 | t.gameObject.SetActive(enabled); 82 | } 83 | } 84 | } 85 | } 86 | -------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput/Sprites/ButtonResetSprite.png.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a94c9a7eb94ceec4a8d67a1890e22e51 3 | TextureImporter: 4 | internalIDToNameTable: 5 | - first: 6 | 213: 21300000 7 | second: ResetButton 8 | externalObjects: {} 9 | serializedVersion: 10 10 | mipmaps: 11 | mipMapMode: 0 12 | enableMipMap: 1 13 | sRGBTexture: 1 14 | linearTexture: 0 15 | fadeOut: 0 16 | borderMipMap: 0 17 | 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91 | pSDShowRemoveMatteOption: 0 92 | userData: 93 | assetBundleName: 94 | assetBundleVariant: 95 | -------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput/Sprites/SliderBackgroundSprite.png.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ea5873cfd9158664f89459f0c9e1d853 3 | TextureImporter: 4 | internalIDToNameTable: 5 | - first: 6 | 213: 21300000 7 | second: SliderBackground 8 | externalObjects: {} 9 | serializedVersion: 10 10 | mipmaps: 11 | mipMapMode: 0 12 | enableMipMap: 1 13 | sRGBTexture: 1 14 | linearTexture: 0 15 | fadeOut: 0 16 | borderMipMap: 0 17 | mipMapsPreserveCoverage: 0 18 | alphaTestReferenceValue: 0.5 19 | mipMapFadeDistanceStart: 1 20 | mipMapFadeDistanceEnd: 3 21 | bumpmap: 22 | convertToNormalMap: 0 23 | externalNormalMap: 0 24 | heightScale: 0.25 25 | normalMapFilter: 0 26 | isReadable: 0 27 | streamingMipmaps: 0 28 | streamingMipmapsPriority: 0 29 | grayScaleToAlpha: 0 30 | generateCubemap: 6 31 | cubemapConvolution: 0 32 | seamlessCubemap: 0 33 | textureFormat: -1 34 | maxTextureSize: 256 35 | textureSettings: 36 | serializedVersion: 2 37 | filterMode: 1 38 | aniso: 16 39 | mipBias: -100 40 | wrapU: 1 41 | wrapV: 1 42 | wrapW: 1 43 | nPOTScale: 0 44 | lightmap: 0 45 | compressionQuality: 50 46 | spriteMode: 1 47 | spriteExtrude: 1 48 | spriteMeshType: 1 49 | alignment: 0 50 | spritePivot: {x: 0.5, y: 0.5} 51 | spritePixelsToUnits: 100 52 | spriteBorder: {x: 31, y: 15, z: 31, w: 15} 53 | spriteGenerateFallbackPhysicsShape: 1 54 | alphaUsage: 1 55 | alphaIsTransparency: 1 56 | spriteTessellationDetail: -1 57 | textureType: 8 58 | textureShape: 1 59 | singleChannelComponent: 0 60 | maxTextureSizeSet: 0 61 | compressionQualitySet: 0 62 | textureFormatSet: 0 63 | platformSettings: 64 | - serializedVersion: 3 65 | buildTarget: DefaultTexturePlatform 66 | maxTextureSize: 256 67 | resizeAlgorithm: 0 68 | textureFormat: -1 69 | textureCompression: 1 70 | compressionQuality: 50 71 | crunchedCompression: 0 72 | allowsAlphaSplitting: 0 73 | overridden: 0 74 | androidETC2FallbackOverride: 0 75 | forceMaximumCompressionQuality_BC6H_BC7: 0 76 | spriteSheet: 77 | serializedVersion: 2 78 | sprites: [] 79 | outline: [] 80 | physicsShape: [] 81 | bones: [] 82 | spriteID: 5e97eb03825dee720800000000000000 83 | internalID: 0 84 | vertices: [] 85 | indices: 86 | edges: [] 87 | weights: [] 88 | secondaryTextures: [] 89 | spritePackingTag: 90 | pSDRemoveMatte: 0 91 | pSDShowRemoveMatteOption: 0 92 | userData: 93 | assetBundleName: 94 | assetBundleVariant: 95 | -------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/StandaloneInput.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.CrossPlatformInput.PlatformSpecific 5 | { 6 | public class StandaloneInput : VirtualInput 7 | { 8 | public override float GetAxis(string name, bool raw) 9 | { 10 | return raw ? Input.GetAxisRaw(name) : Input.GetAxis(name); 11 | } 12 | 13 | 14 | public override bool GetButton(string name) 15 | { 16 | return Input.GetButton(name); 17 | } 18 | 19 | 20 | public override bool GetButtonDown(string name) 21 | { 22 | return Input.GetButtonDown(name); 23 | } 24 | 25 | 26 | public override bool GetButtonUp(string name) 27 | { 28 | return Input.GetButtonUp(name); 29 | } 30 | 31 | 32 | public override void SetButtonDown(string name) 33 | { 34 | throw new Exception( 35 | " This is not possible to be called for standalone input. Please check your platform and code where this is called"); 36 | } 37 | 38 | 39 | public override void SetButtonUp(string name) 40 | { 41 | throw new Exception( 42 | " This is not possible to be called for standalone input. Please check your platform and code where this is called"); 43 | } 44 | 45 | 46 | public override void SetAxisPositive(string name) 47 | { 48 | throw new Exception( 49 | " This is not possible to be called for standalone input. Please check your platform and code where this is called"); 50 | } 51 | 52 | 53 | public override void SetAxisNegative(string name) 54 | { 55 | throw new Exception( 56 | " This is not possible to be called for standalone input. Please check your platform and code where this is called"); 57 | } 58 | 59 | 60 | public override void SetAxisZero(string name) 61 | { 62 | throw new Exception( 63 | " This is not possible to be called for standalone input. Please check your platform and code where this is called"); 64 | } 65 | 66 | 67 | public override void SetAxis(string name, float value) 68 | { 69 | throw new Exception( 70 | " This is not possible to be called for standalone input. Please check your platform and code where this is called"); 71 | } 72 | 73 | 74 | public override Vector3 MousePosition() 75 | { 76 | return Input.mousePosition; 77 | } 78 | } 79 | } -------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput/Scripts/AxisTouchButton.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | using UnityEngine.EventSystems; 4 | 5 | namespace UnityStandardAssets.CrossPlatformInput 6 | { 7 | public class AxisTouchButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler 8 | { 9 | // designed to work in a pair with another axis touch button 10 | // (typically with one having -1 and one having 1 axisValues) 11 | public string axisName = "Horizontal"; // The name of the axis 12 | public float axisValue = 1; // The axis that the value has 13 | public float responseSpeed = 3; // The speed at which the axis touch button responds 14 | public float returnToCentreSpeed = 3; // The speed at which the button will return to its centre 15 | 16 | AxisTouchButton m_PairedWith; // Which button this one is paired with 17 | CrossPlatformInputManager.VirtualAxis m_Axis; // A reference to the virtual axis as it is in the cross platform input 18 | 19 | void OnEnable() 20 | { 21 | if (!CrossPlatformInputManager.AxisExists(axisName)) 22 | { 23 | // if the axis doesnt exist create a new one in cross platform input 24 | m_Axis = new CrossPlatformInputManager.VirtualAxis(axisName); 25 | CrossPlatformInputManager.RegisterVirtualAxis(m_Axis); 26 | } 27 | else 28 | { 29 | m_Axis = CrossPlatformInputManager.VirtualAxisReference(axisName); 30 | } 31 | FindPairedButton(); 32 | } 33 | 34 | void FindPairedButton() 35 | { 36 | // find the other button witch which this button should be paired 37 | // (it should have the same axisName) 38 | var otherAxisButtons = FindObjectsOfType(typeof(AxisTouchButton)) as AxisTouchButton[]; 39 | 40 | if (otherAxisButtons != null) 41 | { 42 | for (int i = 0; i < otherAxisButtons.Length; i++) 43 | { 44 | if (otherAxisButtons[i].axisName == axisName && otherAxisButtons[i] != this) 45 | { 46 | m_PairedWith = otherAxisButtons[i]; 47 | } 48 | } 49 | } 50 | } 51 | 52 | void OnDisable() 53 | { 54 | // The object is disabled so remove it from the cross platform input system 55 | m_Axis.Remove(); 56 | } 57 | 58 | 59 | public void OnPointerDown(PointerEventData data) 60 | { 61 | if (m_PairedWith == null) 62 | { 63 | FindPairedButton(); 64 | } 65 | // update the axis and record that the button has been pressed this frame 66 | m_Axis.Update(Mathf.MoveTowards(m_Axis.GetValue, axisValue, responseSpeed * Time.deltaTime)); 67 | } 68 | 69 | 70 | public void OnPointerUp(PointerEventData data) 71 | { 72 | m_Axis.Update(Mathf.MoveTowards(m_Axis.GetValue, 0, responseSpeed * Time.deltaTime)); 73 | } 74 | } 75 | } -------------------------------------------------------------------------------- /Assets/Standard Assets/Vehicles/Car/Scripts/WheelEffects.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.Vehicles.Car 5 | { 6 | [RequireComponent(typeof (AudioSource))] 7 | public class WheelEffects : MonoBehaviour 8 | { 9 | public Transform SkidTrailPrefab; 10 | public static Transform skidTrailsDetachedParent; 11 | public ParticleSystem skidParticles; 12 | public bool skidding { get; private set; } 13 | public bool PlayingAudio { get; private set; } 14 | 15 | 16 | private AudioSource m_AudioSource; 17 | private Transform m_SkidTrail; 18 | private WheelCollider m_WheelCollider; 19 | 20 | 21 | private void Start() 22 | { 23 | skidParticles = transform.root.GetComponentInChildren(); 24 | 25 | if (skidParticles == null) 26 | { 27 | Debug.LogWarning(" no particle system found on car to generate smoke particles", gameObject); 28 | } 29 | else 30 | { 31 | skidParticles.Stop(); 32 | } 33 | 34 | m_WheelCollider = GetComponent(); 35 | m_AudioSource = GetComponent(); 36 | PlayingAudio = false; 37 | 38 | if (skidTrailsDetachedParent == null) 39 | { 40 | skidTrailsDetachedParent = new GameObject("Skid Trails - Detached").transform; 41 | } 42 | } 43 | 44 | 45 | public void EmitTyreSmoke() 46 | { 47 | skidParticles.transform.position = transform.position - transform.up*m_WheelCollider.radius; 48 | skidParticles.Emit(1); 49 | if (!skidding) 50 | { 51 | StartCoroutine(StartSkidTrail()); 52 | } 53 | } 54 | 55 | 56 | public void PlayAudio() 57 | { 58 | m_AudioSource.Play(); 59 | PlayingAudio = true; 60 | } 61 | 62 | 63 | public void StopAudio() 64 | { 65 | m_AudioSource.Stop(); 66 | PlayingAudio = false; 67 | } 68 | 69 | 70 | public IEnumerator StartSkidTrail() 71 | { 72 | skidding = true; 73 | m_SkidTrail = Instantiate(SkidTrailPrefab); 74 | while (m_SkidTrail == null) 75 | { 76 | yield return null; 77 | } 78 | m_SkidTrail.parent = transform; 79 | m_SkidTrail.localPosition = -Vector3.up*m_WheelCollider.radius; 80 | } 81 | 82 | 83 | public void EndSkidTrail() 84 | { 85 | if (!skidding) 86 | { 87 | return; 88 | } 89 | skidding = false; 90 | m_SkidTrail.parent = skidTrailsDetachedParent; 91 | Destroy(m_SkidTrail.gameObject, 10); 92 | } 93 | } 94 | } 95 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Vehicles/Car/CarGuidelines.txt: -------------------------------------------------------------------------------- 1 | In the Car folder you'll find a few ready-made Car prefabs, which are used in the Car sample scenes. These prefabs demonstrate how you can use the Car scripts we've included, including some AI-controlled variants which are able to drive directly towards a specified target, or follow a waypoint-based route. 2 | 3 | The scripts included have been designed to be modular in nature, so that the extra features of a particular car can be set up (such as brake lights, engine sound, and skid trails). 4 | 5 | The simplest way to get started setting up your own car is to use our "CarPrefabEmpty", and to follow these steps: 6 | 7 | 1) Start with a suitable scene. There ought to be enough flat ground to drive around on. 8 | 9 | 2) Place the "CarPrefabEmpty" in the scene. 10 | 11 | 3) Place your 3d model into the scene, as a child of the "CarPrefabEmpty" GameObject. Notice that your car model should be at the same level as the "WheelHub" objects that were already present. 12 | 13 | 4) Make sure your car's position in the inspector is set to 0,0,0. This will ensure your car's position is aligned with the Empty Prefab's position. 14 | 15 | 5) Expand the hierarchy of your car model in the hierarchy so that the wheel models of your car are visible. 16 | 17 | 6) Select each "WheelHub" in turn, and drag the corresponding wheel model from your car into the "Wheel Model" slot of the Wheel component on the WheelHub GameObject. Then click the "Align to assigned wheel model". If your car has four wheels, you'll need to do this step four times, once for each wheel. 18 | 19 | 7) Hit play, and try driving your car! 20 | 21 | You'll probably want to add a camera rig so that the camera follows the car as it drives off. See the Camera Rig guidelines for instructions on how to do that. 22 | 23 | The Car script exposes a number of properties which determine the power, maximum speed, and handling of the car, however ultimately the script is designed to provide a fun arcade game-like feel rather than attempting to be a realistic simulation of car handling. The gears and revs values are purely cosmetic, and are calculated retrospectively - they can be used by the engine sound component or GUI to display revs and gear. 24 | 25 | For more detail about each setting, see the comments in the script. 26 | 27 | The CarUserControl script takes input from the "CrossPlatformInput" class included in the sample assets, however if you're not targeting mobile or prefer to use a different system to read input, you can simply use unity's built in Input class in place of CrossPlatformInput. For more information, see the Cross Platform Input guidelines. 28 | 29 | The sample scenes provided work on standalone builds and also include cross platform touch and tilt controls which are set up and ready to publish to mobile. 30 | 31 | The CarAIControl component can be added instead of the CarUserControl component, allowing the car to be AI controlled. You can set it up to either head towards a specified target, or (by using the WaypointProgressTracker) follow a waypoint-defined route. See the WaypointCircuit guidelines for instructions. -------------------------------------------------------------------------------- /Assets/Standard Assets/Vehicles/Car/Prefabs/SkidTrail.prefab: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!1 &100000 4 | GameObject: 5 | m_ObjectHideFlags: 0 6 | m_PrefabParentObject: {fileID: 0} 7 | m_PrefabInternal: {fileID: 100100000} 8 | serializedVersion: 4 9 | m_Component: 10 | - 4: {fileID: 400000} 11 | - 96: {fileID: 9600000} 12 | - 114: {fileID: 11400000} 13 | m_Layer: 0 14 | m_Name: SkidTrail 15 | m_TagString: Untagged 16 | m_Icon: {fileID: 0} 17 | m_NavMeshLayer: 0 18 | m_StaticEditorFlags: 0 19 | m_IsActive: 1 20 | --- !u!4 &400000 21 | Transform: 22 | m_ObjectHideFlags: 1 23 | m_PrefabParentObject: {fileID: 0} 24 | m_PrefabInternal: {fileID: 100100000} 25 | m_GameObject: {fileID: 100000} 26 | m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} 27 | m_LocalPosition: {x: 0, y: 0, z: 0} 28 | m_LocalScale: {x: 1, y: 1, z: 1} 29 | m_Children: [] 30 | m_Father: {fileID: 0} 31 | m_RootOrder: 0 32 | --- !u!96 &9600000 33 | TrailRenderer: 34 | m_ObjectHideFlags: 1 35 | m_PrefabParentObject: {fileID: 0} 36 | m_PrefabInternal: {fileID: 100100000} 37 | m_GameObject: {fileID: 100000} 38 | m_Enabled: 1 39 | m_CastShadows: 0 40 | m_ReceiveShadows: 0 41 | m_LightmapIndex: 255 42 | m_LightmapIndexDynamic: 255 43 | m_LightmapTilingOffset: {x: 1, y: 1, z: 0, w: 0} 44 | m_LightmapTilingOffsetDynamic: {x: 1, y: 1, z: 0, w: 0} 45 | m_Materials: 46 | - {fileID: 2100000, guid: f4dd0bba6decdd5418fd3d541ff5f7f0, type: 2} 47 | m_SubsetIndices: 48 | m_StaticBatchRoot: {fileID: 0} 49 | m_UseLightProbes: 0 50 | m_UseReflectionProbes: 0 51 | m_ProbeAnchor: {fileID: 0} 52 | m_ScaleInLightmap: 1 53 | m_PreserveUVs: 0 54 | m_AutoUVMaxDistance: .5 55 | m_AutoUVMaxAngle: 89 56 | m_LightmapParameters: {fileID: 0} 57 | m_SortingLayerID: 0 58 | m_SortingOrder: 0 59 | m_Time: 100 60 | m_StartWidth: .300000012 61 | m_EndWidth: .300000012 62 | m_Colors: 63 | m_Color[0]: 64 | serializedVersion: 2 65 | rgba: 4294967295 66 | m_Color[1]: 67 | serializedVersion: 2 68 | rgba: 4291743438 69 | m_Color[2]: 70 | serializedVersion: 2 71 | rgba: 4292401368 72 | m_Color[3]: 73 | serializedVersion: 2 74 | rgba: 4294572537 75 | m_Color[4]: 76 | serializedVersion: 2 77 | rgba: 4294967295 78 | m_MinVertexDistance: .300000012 79 | m_Autodestruct: 0 80 | --- !u!114 &11400000 81 | MonoBehaviour: 82 | m_ObjectHideFlags: 1 83 | m_PrefabParentObject: {fileID: 0} 84 | m_PrefabInternal: {fileID: 100100000} 85 | m_GameObject: {fileID: 100000} 86 | m_Enabled: 1 87 | m_EditorHideFlags: 0 88 | m_Script: {fileID: 11500000, guid: 9ce3a3a1349a5774b94761844e652a65, type: 3} 89 | m_Name: 90 | m_EditorClassIdentifier: 91 | persistTime: 5 92 | fadeDuration: .400000006 93 | --- !u!1001 &100100000 94 | Prefab: 95 | m_ObjectHideFlags: 1 96 | serializedVersion: 2 97 | m_Modification: 98 | m_TransformParent: {fileID: 0} 99 | m_Modifications: [] 100 | m_RemovedComponents: [] 101 | m_ParentPrefab: {fileID: 0} 102 | m_RootGameObject: {fileID: 100000} 103 | m_IsPrefabParent: 1 104 | -------------------------------------------------------------------------------- /Assets/RoadGenerator/Scripts/RoadGenerator.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | 5 | public class RoadGenerator : MonoBehaviour { 6 | 7 | // road chunk prefab 8 | public GameObject roadChunk; 9 | 10 | // distance between edges of the chunk. 11 | public float chunkLength; 12 | 13 | // number of chunks to be activated at a time. 14 | public int drawingAmount = 3; 15 | 16 | // reference to player object. it is required to manage chunks on the scene. 17 | [SerializeField]private Transform player = null; 18 | 19 | // total number of chunks that actually exist in the scene 20 | [SerializeField]private int numberOfChunks = 7; 21 | 22 | // list of references to chunks in the scence 23 | private Queue chunks; 24 | 25 | // reference to chunk that the player is on 26 | private Transform currentChunk; 27 | private int indexOfCurrentChunk; 28 | private int currentChunkPosition = 0; 29 | 30 | private void Awake() 31 | { 32 | InitializeChunksList(); 33 | } 34 | 35 | private void InitializeChunksList() 36 | { 37 | chunks = new Queue(); 38 | for (int i = 0; i < numberOfChunks; i++) 39 | { 40 | GameObject _chunk = Instantiate(roadChunk); 41 | _chunk.transform.position = NextChunkPosition(); 42 | if (i != 0) 43 | _chunk.SetActive(false); 44 | chunks.Enqueue(_chunk.transform); 45 | } 46 | } 47 | 48 | private void Start () { 49 | 50 | } 51 | 52 | private void FixedUpdate () { 53 | 54 | if (!player) return; 55 | 56 | // determine the chunk that the player is on 57 | currentChunk = GetCurrentChunk(); 58 | indexOfCurrentChunk = GetIndexOfCurrentChunk(); 59 | 60 | // Manage chunks based on current chunk that the player is on 61 | for (int i = indexOfCurrentChunk; i < (indexOfCurrentChunk+drawingAmount); i++) 62 | { 63 | i = Mathf.Clamp(i, 0, chunks.Count-1); 64 | GameObject _chunkGO = (chunks.ToArray()[i]).gameObject; 65 | if (!_chunkGO.activeInHierarchy) 66 | _chunkGO.SetActive(true); 67 | } 68 | 69 | if (indexOfCurrentChunk > 0) 70 | { 71 | float _distance = Vector3.Distance(player.position, (chunks.ToArray()[indexOfCurrentChunk - 1]).position); 72 | if(_distance > (chunkLength * .75f)) 73 | SweepPreviousChunk(); 74 | } 75 | 76 | } 77 | 78 | private void SweepPreviousChunk() 79 | { 80 | Transform _chunk = chunks.Dequeue(); 81 | _chunk.gameObject.SetActive(false); 82 | _chunk.position = NextChunkPosition(); 83 | chunks.Enqueue(_chunk); 84 | } 85 | 86 | private Vector3 NextChunkPosition() 87 | { 88 | float _position = currentChunkPosition; 89 | currentChunkPosition += (int)chunkLength; 90 | return new Vector3(0, 0, _position); 91 | } 92 | 93 | private Transform GetCurrentChunk() 94 | { 95 | Transform current_chunk = null; 96 | foreach (Transform c in chunks) 97 | { 98 | if (Vector3.Distance(player.position, c.position) <= (chunkLength / 2)) 99 | { 100 | current_chunk = c; 101 | break; 102 | } 103 | } 104 | return current_chunk; 105 | } 106 | 107 | private int GetIndexOfCurrentChunk() 108 | { 109 | int index = -1; 110 | for (int i = 0; i < chunks.Count; i++) 111 | { 112 | if ((chunks.ToArray()[i]).Equals(currentChunk)) 113 | { 114 | index = i; 115 | break; 116 | } 117 | } 118 | return index; 119 | } 120 | 121 | } 122 | -------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput/Scripts/Joystick.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | using UnityEngine.EventSystems; 4 | 5 | namespace UnityStandardAssets.CrossPlatformInput 6 | { 7 | public class Joystick : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IDragHandler 8 | { 9 | public enum AxisOption 10 | { 11 | // Options for which axes to use 12 | Both, // Use both 13 | OnlyHorizontal, // Only horizontal 14 | OnlyVertical // Only vertical 15 | } 16 | 17 | public int MovementRange = 100; 18 | public AxisOption axesToUse = AxisOption.Both; // The options for the axes that the still will use 19 | public string horizontalAxisName = "Horizontal"; // The name given to the horizontal axis for the cross platform input 20 | public string verticalAxisName = "Vertical"; // The name given to the vertical axis for the cross platform input 21 | 22 | Vector3 m_StartPos; 23 | bool m_UseX; // Toggle for using the x axis 24 | bool m_UseY; // Toggle for using the Y axis 25 | CrossPlatformInputManager.VirtualAxis m_HorizontalVirtualAxis; // Reference to the joystick in the cross platform input 26 | CrossPlatformInputManager.VirtualAxis m_VerticalVirtualAxis; // Reference to the joystick in the cross platform input 27 | 28 | void OnEnable() 29 | { 30 | CreateVirtualAxes(); 31 | } 32 | 33 | void Start() 34 | { 35 | m_StartPos = transform.position; 36 | } 37 | 38 | void UpdateVirtualAxes(Vector3 value) 39 | { 40 | var delta = m_StartPos - value; 41 | delta.y = -delta.y; 42 | delta /= MovementRange; 43 | if (m_UseX) 44 | { 45 | m_HorizontalVirtualAxis.Update(-delta.x); 46 | } 47 | 48 | if (m_UseY) 49 | { 50 | m_VerticalVirtualAxis.Update(delta.y); 51 | } 52 | } 53 | 54 | void CreateVirtualAxes() 55 | { 56 | // set axes to use 57 | m_UseX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal); 58 | m_UseY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical); 59 | 60 | // create new axes based on axes to use 61 | if (m_UseX) 62 | { 63 | m_HorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName); 64 | CrossPlatformInputManager.RegisterVirtualAxis(m_HorizontalVirtualAxis); 65 | } 66 | if (m_UseY) 67 | { 68 | m_VerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName); 69 | CrossPlatformInputManager.RegisterVirtualAxis(m_VerticalVirtualAxis); 70 | } 71 | } 72 | 73 | 74 | public void OnDrag(PointerEventData data) 75 | { 76 | Vector3 newPos = Vector3.zero; 77 | 78 | if (m_UseX) 79 | { 80 | int delta = (int)(data.position.x - m_StartPos.x); 81 | delta = Mathf.Clamp(delta, - MovementRange, MovementRange); 82 | newPos.x = delta; 83 | } 84 | 85 | if (m_UseY) 86 | { 87 | int delta = (int)(data.position.y - m_StartPos.y); 88 | delta = Mathf.Clamp(delta, -MovementRange, MovementRange); 89 | newPos.y = delta; 90 | } 91 | transform.position = new Vector3(m_StartPos.x + newPos.x, m_StartPos.y + newPos.y, m_StartPos.z + newPos.z); 92 | UpdateVirtualAxes(transform.position); 93 | } 94 | 95 | 96 | public void OnPointerUp(PointerEventData data) 97 | { 98 | transform.position = m_StartPos; 99 | UpdateVirtualAxes(m_StartPos); 100 | } 101 | 102 | 103 | public void OnPointerDown(PointerEventData data) { } 104 | 105 | void OnDisable() 106 | { 107 | // remove the joysticks from the cross platform input 108 | if (m_UseX) 109 | { 110 | m_HorizontalVirtualAxis.Remove(); 111 | } 112 | if (m_UseY) 113 | { 114 | m_VerticalVirtualAxis.Remove(); 115 | } 116 | } 117 | } 118 | } -------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput/CrossPlatformInputGuidelines.txt: -------------------------------------------------------------------------------- 1 | 2 | Importing the CrossPlatformInput package adds a menu item to Unity, "CrossPlatformInput", which allows you to enable or disable the CrossPlatformInput in the editor. You must enable the CrossPlatformInput in order to see the control rigs in the editor, and to start using Unity Remote to control your game. 3 | 4 | The CrossPlatformInput sample assets contains two main sections. 5 | 6 | 1) The folder of prefabs provide a variety of ready-to-use "MobileControlRigs". Each control rig is suitable for a different purpose, and each implements the touch or tilt-based equivalent of some of the default standalone axes or buttons. These are ready to drop into your scene, and to use them you simply need to read the axes via the CrossPlatformInput class, rather than Unity's regular Input class. 7 | 8 | 2) The set of scripts provided are the scripts we used to put together the control rigs prefabs. They provide a simplified way of reading basic mobile input, such as tilt, taps and swipe gestures. They are designed so that various mobile controls can be read in the same way as regular Unity axes and buttons. You can use these scripts to build your own MobileControlRigs. 9 | 10 | 11 | 12 | For example the Car control rig feeds the tilt input of the mobile device to the "Horizontal" axis, and has an accelerator and brake touch button which are fed as a pair into the "Vertical" axis. These are virtual equivalents of the real "Horizontal" and "Vertical" axes defined in Unity's Input Manager. 13 | 14 | Therefore when you read CrossPlatformInput.GetAxis("Horizontal"), you will either get the "real" input value - if your build target is non-mobile, or the value from the mobile control rig - if your build target is set to a mobile platform. 15 | 16 | The CrossPlatformInput scripts and prefabs are provided together as an example of how you can implement a cross-platform control solution in Unity. They also allow us to provide our other sample scenes in a form that can be published as standalone or to mobile targets with no modification. 17 | 18 | To use the CrossPlatformInput, you need to drop a "Mobile Control Rig" into your scene (or create your own), and then make calls to CrossPlatformInput functions, referring to the axes and buttons that the Rig implements. 19 | 20 | When reading input from the CrossPlatformInput class, the values returned will be taken either from Unity's Input Manager settings, or from the mobile-specific controls set up, depending on which build target you have selected. 21 | 22 | The CrossPlatformInput class is designed to be called instead of Unity's own Input class, and so mirrors certain parts of the Input API - specifically the functions relating to Axes and Buttons: 23 | GetAxis, GetAxisRaw 24 | GetButton, GetButtonDown, GetButtonUp 25 | 26 | Notes for coders: 27 | This package sets two compiler define symbols. One is always set automatically, the other is optionally set from a menu item. 28 | 29 | Importing the "CrossPlatformInput" package will automatically add a compiler define symbol, "CROSS_PLATFORM_INPUT". This enables the CrossPlatformInput functions defined in some of the other Sample Asset packages (such as the Characters, Planes, etc). Without this symbol defined, those packages use Unity's regular Input class, which means they can be imported alone and still work without the CrossPlatformInput package. 30 | 31 | The optional define (which is set by default, but can be disabled using the "Mobile Input" menu), is "MOBILE_INPUT". This causes the MobileControlRigs to become active when a mobile build target is selected. It also enables certain mobile-specific control nuances in some of the packages, which make more sense when the character or vehicle is being controlled using mobile input (such as auto-leveling the character's look direction). This define is optional because some developers prefer to use standalone input methods instead of the Unity Remote app, when testing mobile apps in the editor's play mode. 32 | 33 | --------------------------------------------------------------------------------