DOTS Traffic City – Unity Asset Store

DOTS Traffic City – Unity Asset Store

DOTS Traffic City – Unity Asset Store is a powerful tool for creating city traffic based on any Asset Pack using a high performance DOTS Entities package.

  • Mobile friendly. Simulate thousands of interacting vehicles and pedestrians even on mobile.
  • Performance. Try a demo project depending on your platform to test performance. View the latest screenshots to see performance results.
  • Rapid integration. Integrate any city Asset Pack in 20 minutes using convenient templates and tools.
  • Simulation. Simulate thousands of entities without using physics or raycasting (physics simulation is also available).
  • Editor. Many flexible tools to create the city of your dreams.
  • Demo. GTA like sample scene included!
  • Sound. Integration of the FMOD sound engine into bursted jobs.
  • Documentation. All components of DOTS City are linked to online documentation.
  • Source code. All code included.
  • Pre-made templates. Use pre-built road templates for your favourite cities (POLYGON CityCity Pack 1Toon City) in one click.
  • Vehicle controller. Use your own custom controller for the player (e.g. Edy’sRCCNWH) mixed with DOTS traffic (new experimental).
  • 3rd party. More 3d party integrations in the near future.
  • New sample scene coming soon.
  • More info read the key features section below.

Demo

Windows | Android

To get started

Tutorial | Documentation

Contact me

Discord | Email

Limitations

  • Only works with Unity 2022.3.19 & Entities 1.2.0 or higher.
  • The project overwrites the settings, be sure to make a project backup before using tool.
  • WebGL not supported.
  • Built-in RP not supported.
  • Roads can only be modified in the editor (runtime roads coming soon).
  • Vehicles with trailers or wagons are not currently supported for NoPhysics.
  • Animator with sceletal bone animation in pure DOTS space currently not available (available only hybrid entities with Animator approach or pure entities with GPU animations).
  • NavMesh surface obstacles calculated only with NavMeshObstacle.
  • Ragdoll is currently only supported with default colliders.

Key Features Of DOTS Traffic City – Unity Asset Store

Traffic

  • Physics. Vehicles can work with:
  • Parking. Customizable parking lines and parking areas.
  • Speed control. Automatic vehicle speed control depending on lane speed limit, traffic lights, other traffic.
  • Lane changing. Auto-lane change based on traffic congestion or road type.
  • Traffic group. Vehicles can only pass through lanes according to the selected traffic group type.
  • Traffic public. Vehicles that can move through predefined road or randomly on the city. It can also pick up pedestrians at stop stations.
  • Fast creation. Quick and easy tool to add any vehicle to the city.
  • Avoidance. Avoidance system can resolve the situation if cars get stuck apart from each other.
  • Priority. The vehicles pass through the intersections according to the priority of the road.
  • Antistuck. Antistuck system that destroys the entity if they get stuck for a while and aren’t in the player’s camera.
  • Jam. Cars won’t enter crossroad if they can’t get through to avoid causing a traffic jam.
  • Culling. Vehicles will only spawn around the player.
  • Combined physics. The cars closest to the player have their own physics, while the cars further away have no physics.
  • LOD. LOD system for the vehicles depending on the distance to the camera.
  • Tests. Traffic test scene where all parameters can be tested with a set of most traffic situations.
  • Damage. Health & damage systems example included.

Pedestrian

  • Rig type:
    • Legacy pedestrian. Hybrid entities tied to the Unity Mechanim Animator.
    • Pure GPU. Pure entities that animated by the GPU, can be useful for extreme amount of the entities.
  • Simulation type:
    • Physics. The pedestrian has a physics collider.
    • No physics. A pedestrian doesn’t have a physical collider, all interactions and collisions are calculated by custom jobs.
  • Behaviour. Multiple behaviours (idle, walking, running, talking, sitting).
  • Navigation:
    • Local avoidance. Simple lightweight method to avoid vehicles.
    • Navmesh avoidance. Calculate NavMesh paths on the NavMesh surfaces by bursted job.
  • Culling. Pedestrian will only spawn around the player.
  • Culling state. Only pedestrians in the player’s line of sight are fully active.
  • Ragdoll. Currently ragdoll supported only with default colliders (Ragdoll tool cloner to clone similar Ragdolls, included).
  • Event triggering. Event impact on pedestrians by area.
  • Tests. Pedestrian test scene where the workability of entities can be tested.

City

  • Traffic road. Multiple road templates and custom road customization tools.
  • Pedestrian road. Includes tool to quickly create routes for the pedestrians.
  • Streaming. Create infinitely large cities by dividing 3D assets of the city and road entities into chunks for streaming at runtime.
  • Culling. All entities in the city changed their behaviour depending on the culling state (including traffic and pedestrians).
  • Physics culling. Only the physics objects closest to the player are involved in the physics evaluation.
  • Traffic light. Quick and easy setting of traffic lights.
  • Props. Examples of prop systems that handle the behaviour of props based on damage taken or distance from the player.
  • Debug. Convenient visualisation of data on scene.
  • Tests. Props test scene where the workability of entities can be tested.

Tools

  • Road segment creator. Tool containing the most commonly used 9 Road templates, allowing you to quickly and easily set waypoints and route settings of any complexity.
  • Parking builder. tool is used to create parking lines or areas of any complexity.
  • Pedestrian node creator. Tool to quickly create routes for the pedestrians.
  • Car prefab creator. Tool to quickly convert 3d models of the vehicle to the traffic entities in just a few clicks.
  • Global traffic light settings. tool to connect traffic lights and traffic nodes, pedestrian nodes, crossroads, and visually display the timings of each traffic light on the scene.
  • Path data viewer. Tool for quickly and conveniently viewing of paths and path’s waypoints data.
  • TrafficNode data viewer. Tool for quick and convenient viewing of traffic node data.
  • Path creator. Tool for creating paths to connect traffic nodes.
  • Animation baker. Tool to quickly create GPU animations for pedestrians.
  • SubScene chunk creator. Tool for dividing the 3D assets of scene into chunks to load them in runtime.
  • Ragdoll cloner. Tool cloner to clone similar Ragdolls already created.

Scenes

  • Demo. GTA like sample scene.
  • Traffic test scene. Traffic test scene where all parameters can be tested with a set of most traffic situations.
  • Pedestrian test scene. Pedestrian test scene where the workability of entities can be tested.
  • Props test scene. Props test scene where the workability of entities can be tested.
  • City stress scene. Stress scene that combines thousands of vehicles and pedestrians.
  • City stress scene mobile. Mobile version.
  • Traffic stress scene. Stressed scene is extremely crowded with vehicles.
  • Traffic stress scene mobile. Mobile version.
  • Pedestrian stress scene. Stressed scene is extremely crowded with pedestrians.
  • Pedestrian stress scene mobile. Mobile version.
  • Pedestrian animation stress scene. Performance scene comparison between Unity Animator animations and GPU animations.
  • Vehicle physics stress scene. Stress scene for the thousands cars with custom vehicle controller.
  • Vehicle custom physics test scene. Scene for testing various parameters of the custom vehicle controller.

Assets

  • 15 vehicles (including LOD0, LOD1, LOD2).
  • 8 animated humanoid pedestrians.
  • 1 player humanoid npc.
  • 5 houses.
  • 4 types of traffic lights.
  • 29 ground tiles.
  • 10 props.
  • 2 guns.
  • 2 walls.
  • All models are lowpoly and created on a texture atlas.

For more information read the Third-Party Notices.txt

Checkout our codes.

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