Prototyping Racing Games: Road/Path Tool vs EasyRoads3D
This is a first post in a series about prototyping race games in Unity3D.
We looked into two tools that can be used to create race tracks, more specifically AndaSoft’s Easyroads3D and Six Times Nothing’s Road/Path Tool. Here’s what we found:
- Track creation by clicking the terrain and adjusting marker positions.
- Generated road will deform the surrounding terrain, so there’s no terrain poking through.
- Can close the track to create a circuit.
- Offers a wide range of options to create interesting tracks, suitable for full games.
- It’s not possible to generate a track from code.
- The Unity editor slows down when creating long roads.
- Track creation by using markers.
- Very easy to procedurally generate a track from code.
- Possible simply draw a road texture on the terrain, rather than creating a mesh.
- Cannot close the track to create a circuit.
- The terrain smoothing under and around the track doesn’t work very well.
- In sharp turns, the generated track mesh can have overlapping triangles, causing the car from the Unity Car Tutorial to get stuck when it drives over it.
- Only suitable for simple tracks and paths.
EasyRoads3D is a very useful tool and the full version offers a lot of content. But bear in mind that this is a tool designed to be used in the editor.
Road/Path tool allows creating race tracks dynamically, and is perfectly suited for prototyping if you’re not using bumpy terrains or sharp angles in your track.