DOTS Traffic Core
DOTS Traffic Core is a powerful tool for creating traffic based on any Asset Pack using a high performance DOTS Entities package.
by 604Spirit
Price History +
DOTS Traffic Core 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 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
Demo sample scene included! - Sound
Integration of the FMOD sound engine into bursted jobs (the built-in Unity audio engine is also supported). - Documentation
All components of DOTS Traffic Core lite are linked to online documentation. - Source code
All code included. - 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. - Netcode For Entities
A new demo scene showcases a network solution based on pure DOTS. - A* navigation
Set to follow a car to a given node using the built-in A* pathing. - Upgrade
The tool can be updated to DOTS Traffic City. - 3rd-party.
- EasyRoads3D.
- Road Constructor for editor.
- MicroVerse Roads.
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.
- 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. - 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. - Obstacle Avoidance
Bypassing a player or specified custom obstacles. - Driving styles
There are different types of driving styles on the road: considerate, passive, and aggressive. - 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. - 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.
City
- Traffic road
Multiple road templates and custom road customization tools. - Road API
Generate road segments from raw data or unity splines. - Culling
All entities in the city change their behaviour depending on the culling state (including traffic). - 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. Automatically connect hundreds of traffic lights across your entire city in just one click. - Debug
Convenient visualisation of data on scene.
Tools
- Road segment creator
A Tool containing the 10 most commonly used road templates, allowing you to quickly and easily set waypoints and route settings of any complexity. - Auto-crossroad generation
New option to create crossroads with a single click. - Car prefab creator
A Tool that quickly converts 3D models of vehicles to traffic entities in just a few clicks. - Global traffic light settings
A tool to connect traffic lights and traffic nodes, crossroads, and visually display the timings of each traffic light on the scene.
Demo Scenes
- Demo Traffic
Demo sample scene. - Demo Traffic Mono
Same scene as Demo Traffic, but all simulations run in hybrid mode of monobehaviour scripts with DOTS. - Demo Traffic Mobile
Mobile demo sample scene. - Demo Traffic Mobile Mono
Same scene as Demo Traffic Mobile, but all simulations run in hybrid mode of monobehaviour scripts with DOTS. - Traffic Stress Scene
A scene that is extremely crowded with vehicles in order to stress test vehicle amounts. - Vehicle Physics Stress Scene
Stress scene for thousands of cars with vehicle physics.
For more information about the scenes, read the Project Scenes.
Tutorial Playlist
Demo
To get started
Contact me
Read the Limitations in the Technical Details section.
Third-party usage:
Projects:
- Extenject (upm version)[optional] under the MIT license
- UGizmo under the MIT license
- Custom Physics Authoring
Please read Third-Party Notices.txt for more information.