Now that we’ve established the difference between the Mantle Basic and Building Style, we’ll look at the last type: the Transport Style. Within a scene, they can create the networked complexity which adds an intricate level of detail to each scene. It’s important to emphasise road styles because styled correctly they have a dominating impact on scenes. The only style which does not feature terrain fill, the transport style is designed to enable you to really bring your world to life through placement of edge prefabs.
You can check out the previous post on the basic Mantle style.
Unlike the other styles, transport only supports a top material slot as the current implementation creates flat textured meshes.
Side height settings currently have no effect and are in the process of being updated.
Intersection Material - with the current transport mesh creation method, intersections are set with their own material. Simple materials with no marking work best. This is a part of Mantle that will receive more detail and capability in further updates.
The bridge material will apply your choice of material textures to the sides and underneath of any bridging road network. If a material is not applied it will appear magenta (Unity's 'need a material' colour) within the scene.
Transport Network Settings
Tunnels can create underground networks in a scene. This is great if you're likely to use them however in some cases it may not be needed. In order to speed up generation and remove elements you don't need you can simply check ignore tunnels in the transport network settings.
Similarly you can also choose to ignore bridges as well which will prevent bridges from being created.
Note that this currently stops the bridge segment from being drawn however this will be updated in an upcoming release.
When bridges are on, the Bridge ramp length controls how much ramp length bridges have before they reach the set bridge height and how much ramp length tunnels have before they reach the set tunnel depth.
For example, longer bridge ramp lengths where lower bridge heights are set can result in spaces too small for vehicles to pass underneath without clipping through the generated meshes. It's worth experimenting with the bridge heights and tunnel depths around the location you're working in.
Ignore tunnel and Ignore bridge functions are only specific to the style so if you have multiple transport styles they will not be affected.
Similar to the basic terrain edging, Transport edging has placement functions specific to transport requirements.
Objects are placed along the length of a transport route with options to set:
- On Terrain defines which layers are permitted to place the object on
- Meters gap sets the space between objects along the route
- Meters from edge sets the space objects sit out from the edge of the route
- Placement noise sets a random placement distance variation between each object
- Rotation type sets how the object should be rotated relative to the transport route
- Chance of spawn determines what chance the next object has of spawning
- Ignore list determines which parts of the transport route objects should not be placed on
Now that you know more about how Styles work, you can begin to style your own Theme with your own assets.