.. _doc_assets_road: Road Assets =========== This asset allows roads to be shared between levels, and exposes some previously-unavailable properties for configuration. Properties ---------- .. list-table:: :widths: 40 40 20 :header-rows: 1 * - Property Name - Type - Default Value * - :ref:`Chart ` - :ref:`doc_data_eobjectchart` - ``None`` * - :ref:`Depth ` - :ref:`float32 ` - ``0.0`` * - :ref:`OffsetAlongNormal ` - :ref:`float32 ` - ``0.0`` * - :ref:`PhysicsMaterial ` - :ref:`string ` - See description * - :ref:`RepeatDistanceScale ` - :ref:`float32 ` - ``1.0`` * - :ref:`TexturePath ` - :ref:`string ` - See description * - :ref:`Width ` - :ref:`float32 ` - ``0.0`` * - :ref:`VanillaPhysicsMaterial ` - :ref:`enum ` - See description ---- .. _doc_assets_road:chart: Chart :ref:`doc_data_eobjectchart` ``None`` ::::::::::::::::::::::::::::::::::::::::::: If not ``None``, overrides how road appears in chart generation. If ``None`` (default) legacy classification is used: - Concrete roads wider than 16 meters are ``Highway``. - Other concrete roads are ``Road``. - Non-concrete roads are ``Path``. ---- .. _doc_assets_road:depth: Depth :ref:`float32 ` ``0.0`` ::::::::::::::::::::::::::::::::::::::::::::::::::::: Total size along the up axis. .. note:: If converting a legacy road configuration, please note that Depth shown in the legacy editor is actually *half* the total depth. ---- .. _doc_assets_road:offsetalongnormal: DistanceAlongNormal :ref:`float32 ` ``0.0`` ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Distance along the terrain surface normal to move each road vertex. ---- .. _doc_assets_road:physicsmaterial: PhysicsMaterial :ref:`doc_data_masterbundleptr` to ``PhysicMaterial`` ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Unity ``PhysicMaterial`` to apply to road collider. Not used if :ref:`VanillaPhysicsMaterial ` is assigned. ---- .. _doc_assets_road:repeatdistancescale: RepeatDistanceScale :ref:`float32 ` ``1.0`` ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: By default, Texture is uniformly scaled along the road according to its aspect ratio and the road's width. For example, if :ref:`Width ` is 8 meters and Texture is 256x128 pixels, the texture will repeat every 4 meters. This property multiplies the distance along the road before the texture repeats. .. note:: If converting a legacy road configuration, the repeat distance was the texture's height in pixels divided by the Height value. For example: a 64x64 pixel texture with Height of 2 would repeat every 32 meters. To calculate an equivalent RepeatDistanceScale, divide the legacy repeat distance by the road asset's Width. ---- .. _doc_assets_road:texturepath: TexturePath :ref:`doc_data_masterbundleptr` to ``Texture2D`` :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: If not specified, the game looks for a texture named ``Texture`` in the accompanying asset bundle. ---- .. _doc_assets_road:width: Width :ref:`float32 ` ``0.0`` ::::::::::::::::::::::::::::::::::::::::::::::::::::: Total horizontal size before the road begins tapering off into the terrain. .. note:: If converting a legacy road configuration, please note that Width shown in the legacy editor is actually *half* the total width. ---- .. _doc_assets_road:vanillaphysicsmaterial: VanillaPhysicsMaterial :ref:`string ` ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Optional name of a built-in Unity ``PhysicMaterial`` to apply to road collider. For example, "Concrete_Static" or "Gravel_Static" for the legacy road physics materials.