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EasyRoads3D v3 Manual file:///D:/DokumenteD_2021/unity2020/IRDS_2022/Assets/EasyRoads3D/html/shortcuts.

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EasyRoads3D V3 Manual

Shortcuts, Hotkeys & Scene Operations

HOTKEYS

Scene

Position handle for road markers and crossings. For road markers pressing W again will switch between path forward and
W
horizontal orientation of the position handle

E Rotation handle for crossings, tilting control for selected road markers

CTRL + H Toggle On/Off the display of slider handles for side object start / end offsets and sideways distance. Note that start / end
offset handles are only displayed when active for the selected marker (start offset handle when the first marker is
selected or the previous marker is inactive, end offset handle when the last marker is selected or the next marker is
inactive). The sideways distance slider handle will only be displayed when the Side Object has a Sideways Distance value
on at least one of the markers and the respective sphere handle is selected in Scene View. These values can also be set in
the Inspector

SHIFT + Click Instantiate the selected crossing / connection in the scene

Zoom in to the selected road marker, or to the mouse position when no marker is selected. When a road is selected in the
F hierarchy the F key will switch the selection the road network object zoomed in to the center of this road. The nearest
marker will be auto selected..

CTRL + Alt + Click Selects the clicked terrain as the active terrain when the middle mountain tab is active. Only this the terrain will be
flattened when switching to Build Mode which can be useful to speed up the process time during testing. Clicking the

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EasyRoads3D v3 Manual file:///D:/DokumenteD_2021/unity2020/IRDS_2022/Assets/EasyRoads3D/html/shortcuts.html

same terrain once again will set the selection back to "All Terrains"

Select all markers of the selected road. When currently two markers are selected all markers between those two markers
SHIFT + Z
will be selected. Transofrm changes in the scene or Inspector changes will affect all selected markers.

This will connect a new instance of the last instantiated crossing object to the selected marker (first or last marker of a
P
road)

O This will attach the next matching connection on the crossing prefab attached to the selected marker

J Activates / deactivates Global Grid Display (see general Settings > Scene Settings)

K Activates / deactivates Local Grid Display (see general Settings > Scene Settings)

CTRL + K Iterates through available Local Grids (see general Settings > Scene Settings)

CTRL + Space Toggles On/Off the display of the SceneView road, indent and surrounding highlight surfaces. This is useful to quickly get
a clear view of the road and side objects without having to deactive these highlight surfaces in General Settings > Scene
Settings

SHIFT + L Shortcut for: General Settings > Scene Settings > Exclude Locked Objects

SHIFT + V Toggles off / on drawing terrain tree and foliage similar to Terrain Object > Inspector > Terrain Settings > Tree & Detail
Objects > Draw. Temporarily hiding trees and foliage can help visualize the road better in areas with dense vegetation.

Roads

SHIFT + Click Add Markers

SHIFT + Click Marker Select multiple markers

CTRL + Click This will start a new marker from the selected marker (first or last), this is useful for sci fi type of roads, bridges, etc.
where the marker should not snap to the ground

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Mouse Down + CTRL + Road Network objects that generate Side Objects only will instantly update the side object(s) after marker changes. When
Drag Marker complex side objects are involved CTRL + Drag can be used. The side object(s) will update when the mouse button is
released. Be careful to first press the mouse button for the first and last marker otherwise the above CTRL + Click event
will be triggered.

I Insert Markers

SHIFT + Click + Drag Snap the marker to the terrain height while moving the marker position

SHIFT + R Removes the selected marker or selected crossing prefab

SHIFT + U Disconnects the road from a connection when the selected marker is connected to a crossing prefab

Joins two selected roads in one single road when the road types match. When only one road and marker is selected SHIFT
SHIFT + J
+ J will split the road in two roads

Toggles On/Off road shape node selection for the selected marker. After selecting one of the shape nodes you can change
N the shape both in Scene View as in the Inspector. Holding Shift while moving the position handle will update all shape
nodes on the outer side of the selected none

Toggles On/Off side object node selection for the selected marker for Shape type of side objects. After selecting one of the
B shape nodes you can change the shape both in Scene View as in the Inspector. Holding Shift while moving the position
handle will update all shape nodes on the outer side of the selected none

Holding down the Shift key while moving a marker will keep the marker snapped to the terrain. When pressing the Shift
SHIFT + Drag key first the center of the gizmo changes to a flat square. This means the marker will move relative to the direction the
Scene View Camera is facing. This generally works better when keeping the marker snapped to the terrain

Shift + Click adds and selects a new marker, the position handle will be visible. This position handle may interfere with
SHIFT + A
adding more markers nearby. Shift + A will hide the handle

CTRL + SHIFT + M Snap all markers to the terrain height at the specific marker position

CTRL + M Snap the selected road marker to the terrain height at that position

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Press the X key to position a marker of Road A below or above road B an avoid the roads snapping together. This is useful
X for maximum road shape control in bridge situations. Pressing the X key also prevents road markers from snapping
together

This will show the height difference between the marker and the terrain when dragging the road marker position gizmo on
Drag Y-axis
the Y-axis.

Keypad Plus Selects the next marker

Keypad Minus Selects the previous marker

Side Object Shape Editor Window

CTRL + Click Insert nodes

DEL Delete selected nodes

NOTE: The road network object must be selected in the hierarchy and the Scene View window must have focus for sahortcuts to work.

SCENE OPERATIONS

Deselect a connection prefab

Click on an empty area in the scene. All general road and connection handles will be activated

Join Two roads

select the outer markers that should connect by holding Shift and click the marker. When two markers of different road objects but of the same
roads object type are selected, a button "Join Selected Roads" is displayed in the Inspector.

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