Using Generators
Generators are used to generate items, humans and vehicles. These are useful to use rather than having to place down multiples of elements to create a scenario.
A generator, like all the helper elements, are best thought of as hit boxes. What do we mean by a hit box, it means, in the case of a generator that while an element exists within the generator area, nothing else will be generated until the last generated element has left the box. This has implications for some of the setting that you have available to you, which will be pointed out in the rest of this guide.
This function only applies to vehicles. The figure used is multiplied by the normalised random gaussian. The value produced by mean and sigma by the maximum desired speed of the vehicle.
As default items will always be generated in the centre of the generator area.
As said in the concept section, the size of the hit box will effect the way the generator performs.
Checking this will randomise where items are generated within the area.
Using these settings allows you to customise where items are generated. The offset works from within the centre of the generator.
The only way to get the generator to produce items is to either create a picklist or create a digital human. You can find out how to create picklist here and digital humans here
The generator has a default direction shown by the arrow on the generator. Checking this means that items will be given a random direction.
Adjust the default direction of the generator.
A generator can use any circuit in the scenario. If the generator is not near the circuit, items will usually go to the nearest one and use that circuit before moving on to the next circuit. When using actors they will run to the first point of the circuit, before using the circuit. You can learn more about circuits here
The generation rate is measured in frames. a generator will only generate a new item once the previous item has left the generator area.
Poisson randomises the generation of items in a more evenly distributed manner. You can see an example of this below.
Time an item generated last in the scene in frames. If it is set to zero the item will live throughout the scenario.