RoadArchitect | Road Architect for Unity | Map library
kandi X-RAY | RoadArchitect Summary
kandi X-RAY | RoadArchitect Summary
Road Architect for Unity. Road architect is a professional quality road system creator featuring dynamic intersections, bridges and many other road objects. Now with HDRP support: Check the hdrp branch for details. Working with 2018.3.0. If interested in contributing contact support@microgsd.com.
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QUESTION
I'm using the Mapbox SDK and RoadArchitect and trying to build some game initialization code that uses Mapbox to generate a list of vectors, then take that list of vectors and call functions in Road Architect to generate road GameObjects. In order to do this, I need to wait until Mapbox has finished it's work before I can run the code to generate roads. I extended the Mapbox MergedModifierStack as ObservedModifierStack and added a StackComplete event.
My current scene setup has 2 relevant GameObjects:
- Map (Mapbox
AbstractMap
)- which contains (pseudo propery path, might not be 100% accurate):
Map.VectorTileFactory.Factories[m].Visualizer.ObservedModifierStack .Modifiers[n].MyModifier
- which contains (pseudo propery path, might not be 100% accurate):
- RoadArchitect
GSDRoadSystem
Most of the objects in the Map hierarchy are ScriptableObject
and all are added/configured through inspectors in the editor UI.
ANSWER
Answered 2017-Dec-09 at 04:23For objects that are not created by Zenject and are not in the initial scene, you need to manually inject them yourself. You can do this by first injecting DiContainer into one of your classes and then calling DiContainer.Inject
or DiContainer.InjectGameObject
on the object that was created by third party code.
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