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A
error
3 years ago
Alex_qiangon version 2.1.6
Unity 2022.1.24f1 Assets/Traffic System/Scripts/TrafficSystemIntersection.cs(32,15): error CS0246: The type or namespace name 'PedestrianNode' could not be found (are you missing a using directive or an assembly reference?)
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1
0
Reply from publisher:
replied 3 years ago
The PedestrianNode.cs script is found under Assets/Pedestrian System on installation of the latest package built for 2022.2.9f1. If you have installed an older package then you can download the Pedestrian System FREE here to solve this issue: https://assetstore.unity.com/packages/templates/systems/pathing-pedestrian-system-46124
O
not working
4 years ago
Oberheimon previous version 2.1.5
Just both your asset and having two errors : Assets/Traffic System/Plugins/Editor/FingerGestures/PointCloudGestureEditor.cs(120,25): error CS0117: 'Handles' does not contain a definition for 'CircleCap' Assets/Traffic System/Plugins/Editor/FingerGestures/PointCloudGestureTemplateInspector.cs(100,25): error CS0117: 'Handles' does not contain a definition for 'CircleCap' WHY ???? :((((
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2
1
Reply from publisher:
replied 3 years ago
This has been fixed a while back. Please let us know if you are still having issues with the package.
c
Cannot import on unity 2021.2.7
4 years ago
chendjouojamelon previous version 2.1.4
It doesn't seem to work on latest unity versions, so i basically paid for nothing ... thanks
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1
0
Reply from publisher:
replied 3 years ago
We have tested it on the version you claim it doesn't work on and seems to run fine. Please give more details as to what isn't working for you so we can help get you setup.
d
the best asset...
5 years ago
dannygr40on previous version 2.1.3
I using this asset but...the version 2019.3 not work...please review this asset. thank you
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2
1
c
This asset doesn't work in unity 2019
6 years ago
chenyudan2014on previous version 2.1.3
It's an amazing asset but can't be imported in Unity 2019 version. With different kinds of error
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2
1
M
Indecipherable
7 years ago
Matt_Lackeron previous version 2.1.3
Would not recommend. Its clear a lot of work has been put into this but from a usability standpoint it is a 0/5. Following the tutorials click for click shows road pieces and interfaces in the video that are not in my asset. I think with halfway decent documentation (there is none, except for a FAQ and a series of tutorials) I could wrap my head around this, but as it stands this is not a useful tool. For example - what is the difference between regular pieces and V2 pieces? I understand they look different but they seem to have different linking interfaces as well. What is the difference between a "T intersection (Connected)" and "T intersection (Not Connected)? As far as I can tell there is no answer to these questions anywhere on the internet. I spent about 3 hours fiddling with this and re-watching tutorials. I successfully got the loop working, but couldn't make it through the "T - intersection" tutorial.
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7
1
H
Good ideas, mediocre realization
7 years ago
HCICon previous version 2.1.3
The base idea is good: It's a roadbuilding system, where the next road piece snaps onto the last. It also includes "automatic" driving for cars. In practice, neither the assets nor the code is finished. The assets are not vertex-aligned and do not fit next to each other. The snapping itself works only half of the time. Especially the overall GO structure is a nightmare if you have to edit it - which you do, as the automatic matching doesn't really work
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1
0
b
The asset is very good but there is something else you should also take care
7 years ago
bekiryanikon previous version 2.1.3
Hello, I have purchased your asset last year. It is very good asset but i couldn't apply it to my project. I asked how can i apply it but as far as i see my both e-mail has not replied yet. I think i can ask my question from here. I have a ready project and i am trying to apply traffic system to my project. But as far as i see from your asset, i should use your roads to have a traffic system in my game. But like i said i cannot use your roads because i've already designed everything with my game and it is very very hard for me to change them with yours. I am just wondering if it is possible to apply your traffic system to a ready map. I really will be waiting for your reply and i hope i can have an answer from here. Sorry that i gave you three stars; it is actually because that you didn't respond me via e-mail. Regards.
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2
0
W
Not "in minutes"
7 years ago
Wothanaron previous version 2.1.3
You should put this asset as free , coz its really hard to work with, and people be aware of this plugin coz if the maker dont do something for the editor stuff be better and the thing connect well or a more decent ui its not worthly even a penny coz its such a nightmare to made a road ... for this i can just script the thing myself at the end you dont save me time bro sorry i wish my money back ... thanks
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5
2
s
Hard to set up, easy to extend
7 years ago
salgado18on previous version 2.1.3
Pros: - Has source code; - Great for the price; - Set up once and forget, everything works. Cons: - Needs too much manual setup; - Needlessly complicated; - Hard to use on existing scenery. Road & Traffic System is a collision-based traffic system, meant to spawn ever-driving cars randomly along the roads. Cars use horns and headlights, react to collisions, switch lanes, overtake, and a few other features. It's not easy to set up, taking too long and too much effort to connect road pieces. It is well thought, but linking nodes between pieces is a manual process, and placing the pieces must be done using a very dense interface (although functional and broad). Sometimes I had to set them up by hand, but maybe I'm not yet familiar with the system. The other point I want to mention is that it is a collision-based system, meaning that, apart from traffic signals, cars stop and go by checking raycasts and sphere casts. For light traffic it works perfectly, but I'm trying now to prevent a lock up in a T intersection, because cars are not aware of traffic when lane crossing. I wound't call that a con, it's just how the system is designed. But all of that can be worked around, because it has source code available. It's simple enough to create a custom spawner, for example, that spawns cars every few seconds in a fixed place. Or a custom car, which receives a pre-build path to follow, instead of calculating himself. This is a major plus in my book, because no generic system fits 100% any project. In conclusion, if you believe a collision based system fits your needs, if it's viable to you to create the traffic and roads system before the scenery, and you understand that a few things will need a special code for your needs, then this asset is for you.
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2
0
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