Structure

Project Scenes

  1. Demo Lite : the main optimized demo scene of the project (read more about scene structure here).

  2. Demo Mono Lite : the new demo scene of the project, which contains an example of traffic & NPCs fully interacting with monobehaviour scripts (v1.1.0+).

  3. Traffic test scene : traffic test scene where all parameters can be tested with a set of most traffic situations.

  4. Props test scene : props test scene where the workability of entities can be tested.

  5. Traffic stress scene : stressed scene is extremely crowded with vehicles.

  6. Traffic stress scene mobile : mobile version of Traffic stress scene.

  7. Vehicle physics stress scene : stress scene for the thousands cars with Custom vehicle controller.

  8. Vehicle custom physics test scene : scene for testing various parameters of the Custom vehicle controller.

Scene Hierarchy

Scene Hierarchy Diagram
  1. Main scene.

  2. City debugger : contains all the debuggers for the city.

  3. Hub : contains the Entity Subscene Generator (read more on how to create it).

  4. City Settings Initializer : contains the General Settings of the DOTS city [moved to the Config tab].

  5. Main scene configs (read more about the config editing workflow).

  6. Pools : contains all the entity presets.

  7. Spawnpoint : spawnpoint of the player (assigned in the PlayerSpawner if built-in solution in use).

  8. Subscene (EntitySubScene) : subscene into which all of the entities are converted (generated by the Entity Subscene Generator).

  9. Subscene configs (read more about the config editing workflow).

  10. EntityRoadRoot : object root generated by the Entity Subscene Generator.

  11. Road : road parent (read more about the road editing workflow).

Scene Components

Road Parent

The root of all crossroads in the scene.

Road Parent Component View

How To Use

Read more in the Road Network Workflow section.

Settings

Connection waypoint offset

Automatically adds a waypoint at each selected offset to the automatically created paths (if the value is greater than zero).

Cast distance

Raycast connection distance between Traffic nodes. If set to zero, the value is infinite.

Multi angle raycast

Multi-angle raycasting along the Z-axis.

Utils

Add crossroads

Adds a scene crossroad if it is missing.

Clear unattached paths

Deletes the paths that are not connected to any TrafficNode.

Buttons

Connect segments

Creates the automatically generated paths for missing paths of external nodes.

Force connect segments

Creates the automatically generated paths for all paths of external nodes. If a path was previously created & autopath lock is off for the Traffic node, the path will be overridden.

Bake path data

Bakes the road data (read more about baking).

Entity Subscene Generator

Entity Subscene Generator View

Where To Find

  1. Create a city base [if missing, optional step].

  2. Select the Hub in the scene.

How To Use

Read more in the Road Entity Subscene section.

Settings

Entity subscene save path

Save path of the subscene.

Entity subscene name

Name of the subscene.

Autosync configs

On/off auto-sync config on the main scene & subscene.

Move tools

On/off moving of the following tools: RoadSegmentPlacer.

Move lights

On/off moving of the subscene lights.

Move props

On/off moving of props.

Move surface

On/off moving of the selected physics surface.

Copy physics shapes

On/off feature of physics shape cloning.

Config

Copy to subscene

The subscene configs will be synchronized with the main scene.

Copy from subscene

The main scene configs will be synchronized with the subscene.

Buttons

Generate

Generates the subscene.

Move back

Move the road from the subscene to the main scene (can be useful for editing roads in the main scene due to Editor performance).

How To Use

Automatically used by the Entity Subscene Generator.

PhysicsShape Transfer Service

Current project use cases:

Note

The tool can only use one tool at a time, either an Entity Subscene Generator or a SubSceneChunk Creator.

Settings

PhysicsShape Transfer Service Settings View
Clean components

Removes all components from the physics shape.

Clean childs

Removes all childs from the physics shape.

Search type

Searching shapes by layer or tag.

Proccesing type
Preinit layer

Enable pre-init cull state for physics objects.

New layer

Assigns new layer for cloned shape.