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DOTS Traffic City

DOTS Traffic City · Unity Template · Preview 1

Asset 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, 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 Monobehaviour 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. Networking A new demo scene showcases a pure DOTS network solution based on Netcode for Entities. Mono traffic supports a universal abstract networking sample with integration examples for Netcode for GameObjects and FishNet. Runtime Road API New demo scenes show how to create a city builder based on tiles or custom splines (runtime splines 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. Floating Origin Built-in Floating Origin system for DOTS & Mono with seamless hybrid synchronization for jitter-free massive maps. (new) A* navigation Set to follow a car or pedestrian to a given node using the built-in A* pathing or A* pathfinding project. 3rd-party. EasyRoads3D. Road Constructor for editor & runtime. CityGen3D. MicroVerse Roads. Rukhanka Animation System pure & hybrid mono entities. Fantastic City Generator for editor & runtime. Agents Navigation. Animatron. (new) Aron’s A* pathfinding project. (point graph for traffic & pedestrian node navigation) 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. No physics. Trailers Support for vehicles with trailers (supported for both DOTS Entities and Hybrid Mono). Motorcycles & 3-Wheelers Support for two-wheeled bikes and three-wheeled vehicles (supported for Hybrid Mono mode only). 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 Vehicle-to-vehicle collision prevention and bypassing of player or custom obstacles. Driving styles There are different types of driving styles on the road: considerate, passive, and aggressive. (new) Priority Vehicles pass through the intersections according to road priority. Emergency vehicles Support for AI and player-controlled priority vehicles (police, ambulances, etc.) with dynamic traffic avoidance (yielding, pulling over, lane changing). 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. 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. Pedestrians Rig type: Legacy pedestrian Hybrid entities using the Unity Mechanim Animator. Pure GPU Pure entities that are animated by the GPU. May be useful for extreme amounts of entities. Hybrid and GPU This mode lets you mix Hybrid Animator models for near and GPU animation for far at the same time, with seamless transitions. Hybrid On Request And GPU By default, the entity is animated by the GPU until a Hybrid skin is requested. Hybrid Shape GPU Hybrid entity animated on GPU in DOTS & has hybrid monobehaviour collider to interact with pedestrians in a familiar way. Rukhanka Pure entities animated with Rukhanka Animation System in DOTS. Rukhanka Hybrid Hybrid entities animated with Rukhanka Animation System with hybrid monobehaviour collider & rigidbody to control or interact with pedestrians in a familiar way. Animatron Pure entities animated with Animatron in DOTS. (new) Animatron Hybrid Hybrid entities animated with Animatron with hybrid monobehaviour collider & rigidbody to control or interact with pedestrians in a familiar way. (new) Simulation type: Physics All pedestrians have a physics collider. No physics Pedestrians don't have physics colliders, all interactions and collisions are calculated by custom jobs. Behaviour Multiple pedestrian behaviours such as idle, walking, running, talking and sitting. Custom / External Control Pedestrians can be temporarily disabled from the simulation system to be fully controlled by custom user scripts. Runtime Custom NPCs Seamlessly integrate user-spawned GameObjects/NPCs with full control toggling between custom scripts and DOTS simulation. Navigation: Local avoidance Simple lightweight method for avoiding vehicles. Simple NavMesh Basic Unity NavMesh API pathfinding through poly-nodes. Crowd avoidance Lightweight predictive steering and OBB vehicle bypassing with smart contour sliding and static obstacle detection for high-density crowd simulation [beta]. Crowd avoidance NavMesh Hybrid avoidance combining OBB logic with NavMesh boundary raycasts, edge sliding, and ground Y-height snapping [beta]. Agents Navigation 3rd party navigation package for high quality pedestrian crowd simulation. Node Filtering Restrict pedestrian spawning and node navigation to specific group types. Culling Pedestrians will only spawn around the player. Culling state Only pedestrians in the player's line of sight are fully active. Ragdoll Ragdolling is currently only supported with default colliders (or with Rukhanka in DOTS). Custom Path Set to follow a pedestrian to a given node using the A* pathing. 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. Road API Generate road segments from raw data or unity splines. Auto-crossroad generation New option to create crossroads with a single click. Parking builder A tool for creating parking lines or parking areas of any complexity. Streaming Create infinite cities by dividing 3D assets (pure DOTS only) and road entities into chunks for streaming at runtime. Culling All entities in the city change their behaviour depending on the culling state (including traffic and pedestrians). Physics culling Only the physics objects close to the player are involved in the physics evaluation. Traffic light Quick and easy creation of traffic lights with an automatic tool to connect all traffic lights in the scene. Debug Convenient visualisation of data on scene. Demo Scenes (29 total+) Demo & Hybrid GTA-like sample scenes running in pure DOTS or Hybrid Mono mode. Traffic Demo A large-map sample scene dedicated exclusively to traffic simulation. Runtime Generation Scenes showing tile/spline city building, custom road creation from raw data, and runtime chunk/road loading. Netcode Scenes Demo scenes demonstrating network sync support for both pure DOTS and Hybrid Mono simulations. Integration Demos Examples for 3rd-party train integration and custom setups. Stress Test Scenes Dedicated benchmark scenes for testing limits with thousands of vehicles, pedestrians, animations, and vehicle physics. For more information about the scenes, read the Project Scenes. Tutorial Playlist Demo Windows | Android To get started Tutorial | Documentation Read the Limitations in the Technical Details section. Third-party usage: Projects: Reese's path demo fork under the MIT license Extenject (upm version) under the MIT license UGizmo under the MIT license Custom Physics Authoring Please read Third-Party Notices.txt for more information Limitations: Only works with Unity 2022.3.21 & Entities 1.2.0 or higher. WebGL not supported. Built-in RP only works with Mono cars & Hybrid legacy pedestrians. Vehicles with trailers are supported with physics (DOTS Entities & Hybrid Mono), but not currently supported for NoPhysics. Animator with skeletal bone animation in pure DOTS space is currently available if you have Rukhanka Animation System otherwise (only hybrid entities with an Animator approach or pure entities with GPU animations are available). NavMesh surface obstacles calculated only with NavMeshObstacle. Ragdoll is currently only supported with default colliders. For DOTS Ragdolls, you need the Rukhanka Animation System. Required packages: Entities 1.2.0+ Entities.Graphics 1.2.0+ [not required for Mono cars & Hybrid legacy pedestrians] Unity.Physics 1.2.0+ [not required for Mono cars] Unity.Collections 2.4.0+ Burst 1.8.12+ Included models: 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 with a texture atlas. Asset store packages: Zenject [optional]. FMOD plugin for the sounds [optional].

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