DOTS Traffic City is a powerful tool for creating city traffic – It uses the extremely powerful DOTS Entities package to simulate thousands of vehicles and pedestrians with unbelievable performance!
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This is a paid asset, but now you can download the “DOTS Traffic City” for FREE. Please note that this package is provided solely for learning purposes or to test the product before purchase, and not for commercial use.
DOTS Traffic City v1.2.1b
“If possible, please buy the package to support the developer”
Description
DOTS Traffic City is a powerful tool for creating city traffic – Design it from the ground up or customise any existing asset pack to fit your vision!
It uses the extremely powerful DOTS Entities package to simulate thousands of vehicles and pedestrians with unbelievable performance!
Mobile friendly
Simulate thousands of interacting vehicles and pedestrians, even on mobile devices.
Performance
Experience the performance firsthand in our various platform-specific demo projects or just check out the final screenshots to see the results.
Rapid integration
Integrate any city asset pack in a heartbeat with our convenient templates and tools.
Simulation
Simulate thousands of entities without relying on physics or raycasting (although physics simulation is also available).
Editor
Many flexible tools to bring life to the city of your dreams.
Demo
GTA-like sample scene included!
Sound
Integration of the FMOD sound engine into bursted jobs (built-in unity audio engine supported from v1.1.0).
Documentation
All components of DOTS Traffic City are linked to online documentation.
Source code
All code included.
Pre-made templates
Use pre-built road templates to integrate some of your favourite cities (POLYGON City, City Pack 1, Toon City) with just one click.
Vehicle controller
DOTS physics vehicle controller included!
You can also use Edy’s, RCC or NWH & other custom vehicle controllers for both player or traffic.
Monobehaviour support
Not familiar with DOTS? No problem, from version v1.1.0 the project is fully compatible with mono behaviour scripts in hybrid mono mode (check out the new Hybrid Mono sample scene).
Modular architecture
Allows you to integrate the project into your existing game without hassles.
Runtime Tile Demo. New demo scene showing how to create a city builder based on tiles (runtime spline can be used with Road Constructor).
Train support. You can either use a built-in solution or flexibly integrate a third-party controller for the train.
A* navigation. Set to follow a car or pedestrian to a given node using the built-in A* pathing or A* pathfinding project. (new)
3rd-party.
EasyRoads3D.
Road Constructor for editor & runtime. (new)
CityGen3D. (new)
MicroVerse Roads. (new)
Rukhanka Animation System pure & hybrid mono entities. (new)
Fantastic City Generator for editor & runtime. (new)
Agents Navigation.
Aron’s A* pathfinding project. (point graph for traffic & pedestrian node navigation) (new)
Key features:
Traffic
Physics
Vehicles can use either:
Simple physics.
Custom physics (custom physics controller included).
Hybrid mono physics.
Any monobehaviour controller can be integrated into the traffic. (new)
No physics.
Parking
Customizable parking lines and parking areas.
Speed control
Automatic vehicle speed control depending on lane speed limit, traffic lights and other traffic.
Lane changing
Automatic vehicle lane changing based on traffic congestion or road type.
Traffic groups
Restrict lanes to certain traffic group types.
Public transport
Vehicles that can either only move on predefined roads (such as trams or cable cars) or randomly throughout the city and can pick up pedestrians at stations and stops.
Fast creation
Quick and easy tool for adding any vehicle into the city.
Avoidance
The avoidance system makes sure that vehicles don’t collide with each other and will stop and move away if another vehicle is blocking their path.
Priority
Vehicles pass through the intersections according to road priority.
Antistuck
An Antistuck system that destroys the entity if it gets stuck for a while and isn’t visible in the player’s camera.
Traffic Jams
Cars won’t enter crossroads if they can’t get through in order to avoid causing traffic jams.
Custom Path
Set to follow a car to a given node using the A* pathing. (new)
Left-hand traffic.
Starting with version 1.1.0, driving on the left is available.
Culling
Vehicles only spawn around the player.
Combined physics
Limit physics to only the vehicles closest to the player in order to improve performance.
LODs
LOD system for the vehicles depending on the distance to the camera.
Tests
A handy traffic test scene where most traffic situations can be tested with all available parameters.
Damage
Health & damage system example included.