DOTS Traffic City
604Spirit
$100.00
Date |
Price |
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日期和时间 |
价钱($) |
03/19(2024) |
100.0 |
05/29(2024) |
50.0 |
06/13(2024) |
100.0 |
08/07(2024) |
50.0 |
09/05(2024) |
100.0 |
11/06(2024) |
100.0 |
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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!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.SimulationSimulate 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, new).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. (new)Monobehaviour supportNot 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). (new)Modular architectureAllows you to integrate the project into your existing game without hassles. (new)Runtime Tile Demo. New demo scene showing how to create a city builder based on tiles (runtime spline coming soon). (new)Train support. You can either use a built-in solution or flexibly integrate a third-party controller for the train. (new)3rd-party Compatible with EasyRoads3D & Agents Navigation. (new)More 3rd-party integrations coming in the near future.Key features:TrafficPhysics 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 controlAutomatic vehicle speed control depending on lane speed limit, traffic lights and other traffic.Lane changingAutomatic vehicle lane changing based on traffic congestion or road type.Traffic groupsRestrict 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.AntistuckAn Antistuck system that destroys the entity if it gets stuck for a while and isn't visible in the player's camera.Traffic JamsCars won't enter crossroads if they can't get through in order to avoid causing traffic jams.Left-hand traffic.Starting with version 1.1.0, driving on the left is available. (new)CullingVehicles only spawn around the player.Combined physics Limit physics to only the vehicles closest to the player in order to improve performance.LODsLOD system for the vehicles depending on the distance to the camera.TestsA handy traffic test scene where most traffic situations can be tested with all available parameters.Damage Health & damage system example included.PedestriansRig type:Legacy pedestrianHybrid 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 GPUThis mode lets you mix Hybrid Animator models for near and GPU animation for far at the same time, with seamless transitions. (new)Simulation type:PhysicsAll pedestrians have a physics collider.No physicsPedestrians don't have physics colliders, all interactions and collisions are calculated by custom jobs.BehaviourMultiple pedestrian behaviours such as idle, walking, running, talking and sitting.Navigation:Local avoidanceSimple lightweight method for avoiding vehicles.Navmesh avoidance Calculate NavMesh paths on the NavMesh surfaces by bursted job.Agents Navigation3rd party navigation package for high quality pedestrian crowd simulation. (new)Culling Pedestrians will only spawn around the player.Culling stateOnly pedestrians in the player's line of sight are fully active.RagdollRagdolling is currently only supported with default colliders (A ragdoll tool cloner for cloning similar Ragdolls is included).Event triggeringEvent impact on pedestrians by area.TestsPedestrian test scene where the workability of entities can be tested.CityTraffic roadMultiple road templates and custom road customization tools.StreamingCreate infinite cities by dividing 3D assets and road entities into chunks for streaming at runtime.CullingAll entities in the city change their behaviour depending on the culling state (including traffic and pedestrians).Physics cullingOnly the physics objects close to the player are involved in the physics evaluation.Traffic lightQuick and easy creation of traffic lights.PropsExamples of prop systems that handle the behaviour of props based on damage taken or distance from the player.DebugConvenient visualisation of data on scene.TestsTest scene for props where the workability of entities can be tested.ToolsRoad segment creator A Tool containing the 9 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. (new)Parking builderA tool for creating parking lines or parking areas of any complexity.Pedestrian node creatorA Tool for quickly creating routes for pedestrians.Car prefab creatorA Tool that quickly converts 3D models of vehicles to traffic entities in just a few clicks.Global traffic light settingsA 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 A convenient Tool for quickly viewing paths and path waypoint data.TrafficNode data viewer A convenient Tool for quickly viewing traffic node data.Path creator A Tool for creating paths to connect traffic nodes.Animation baker Tool for quickly creating GPU instanced animations for pedestrians.SubScene chunk creator A Tool for dividing the 3D assets of a scene into chunks to load them at runtime.Ragdoll clonerA cloner Tool for cloning ragdolls that have already been created.Demo ScenesDemo GTA-like sample scene.Demo MonoSame scene as demo, but all simulations run in hybrid mode of monobehaviour scripts with DOTS. (new)RuntimeTile Road DemoSample scene showing how to create a city builder based on tiles (runtime spline coming soon). (new)Runtime ChunkRoad DemoSample scene demonstrating the road chunks added at runtime. (new)Custom Train Demo An example of how a 3rd party train solution can be integrated. (new)Traffic test scene A handy traffic test scene where most traffic situations can be tested with all available parameters.Pedestrian test scenePedestrian test scene where the workability of entities can be tested.Props test sceneTest scene for props where the workability of entities can be tested.City stress sceneA scene for stress testing that combines thousands of vehicles and pedestrians.City stress scene mobileThe Mobile version of the City stress scene.Traffic stress sceneA scene that is extremely crowded with vehicles in order to stress test vehicle amounts.Traffic stress scene mobileThe Mobile version of the Traffic stress scene.Pedestrian stress sceneA scene that is extremely crowded with pedestrians in order to stress test pedestrian amounts.Pedestrian stress scene mobileThe Mobile version of the Pedestrian stress scene.Pedestrian animation stress scenePerformance scene comparison between Unity Animator animations and GPU instanced animations.Vehicle physics stress sceneStress scene for thousands of cars with vehicle physics.Vehicle custom physics test sceneA scene for testing various parameters of the custom vehicle controller.Tutorial PlaylistDemoWindows | AndroidTo get startedTutorial | DocumentationContact meDiscord | EmailLimitationsOnly works with Unity 2022.3.21 & Entities 1.2.0 or higher.WebGL not supported.Built-in RP not supported.Vehicles with trailers or wagons are not currently supported for NoPhysics.Animator with skeletal bone animation in pure DOTS space is currently not available (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.Third-party usage:Projects:Reese's path demo fork under the MIT licenseExtenject (upm version) under the MIT licenseCustom Physics AuthoringPlease read Third-Party Notices.txt for more informationMinimum Unity version:2022.3.21+Required packages:Entities 1.2.0+Entities.Graphics 1.2.0+Unity.Physics 1.2.0+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].