Signal assets are 3D models that allow for dynamic traffic signal heads with lights.
Create an asset by using one of the supported file formats shown. Then, drag the file into the RoadRunner Library Browser.
In many regards, signal assets are similar to Prop Model Assets. For example, the same steps are used to add signal assets to the 3D scene.
Signal assets include the notion of variants, which allow the same 3D model to be configured with multiple different bulb layouts. For example, a single 3-bulb model could have one variant for green/red/yellow ball lights, and another for green/red/yellow left turn lights. Variants require two Texture Atlases that define the on and off state for all bulbs available for that signal.
Each variant defines a set of supported turn types that are used to automatically map signals to maneuvers with the Signal Tool.
Refer to the Library Browser page for general instructions to create, edit, and delete assets.
Model the signal in a 3D modeling program.
Create bulb meshes for each bulb.
Prefix the name of each bulb mesh with "light_"
Construct the UVs of the bulb mesh using the full UV grid size (0 to 1).
Export as FBX®.
Add the asset file using the Library Browser.
Right-click the asset and set the "Default Type" to "Signal".
If automatic detection in the Signal Tool does not choose the correct state for a signal, try adjusting the supported turn types for the state or variant.
Make a red state first, because this will be the default.
If the signal bulbs do not display correctly, ensure that the on and off textures are set and that both of those textures are Texture Atlases with the correct grid size.