Road & Traffic System - Paint Cities, Bridges & AI Traffic
abduo
$16.49
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Don't place roads — PAINT them. Drag out connected road networks in theScene view, click tiles up into bridges, then press one button and AItraffic drives your city: braking, signalling, parking, following routesyou draw per car. 76 prefabs + full C# source. Cars included.ROAD DRAWER (editor tool, included)• Left-drag paints roads — ends, straights, turns, T-junctions and crossroads are chosen and rotated automatically as you draw• MIX ROAD FAMILIES on one grid: one-way, two-way, four-lane — taper transitions are inserted automatically where widths change• TWO STYLES per tile: raised sidewalks with real curbs, or bare asphalt strips that sit on your own terrain — mix them freely• ELEVATION MODE: click a tile to raise it one level — straights between levels become ramps automatically, support pillars stack under the deck. Build overpasses, highway bridges and sunken underpasses.• Roundabout stamp, crosswalk mode, per-tile SPEED painting (with scene-view speed labels), traffic lights per junction or auto-placed network-wide, erase mode, full UndoTRAFFIC SYSTEM (included, plain runtime C#)• One button adds moving traffic INSTANTLY — right in the Scene view, no Play mode needed: right-lane driving, safe spacing, red-light stops, roundabout circulation, ramps and bridges• Jam-proof: blocked cars find a detour, and if the road is edited under a moving car it re-plans its route on the spot• PER-CAR ROUTES with zero code: give any car an ordered list of stops — drive through, WAIT in the lane (bus stop) or PARK at the curb, each with its own duration — then loop, ping-pong, shuttle via home, keep wandering or DESPAWN at the end (traffic sinks)• Pick everything visually: place-on-tile, click-to-add stops with numbered scene markers, spawn/destination tiles on the manager• Scriptable: SetTarget()/ParkAt()/GoToStop()/Continue(), StopReached & Parked events, per-car speed override — add TrafficAgent to your own vehicle and it joins the traffic• 15 CARS INCLUDED (sedan, pickup, van × 5 colours) — the pack is fully self-contained61 ROAD MODELS• 3 families × 8 pieces (straight, turn, T, cross, end, crosswalk, half-ramp, full-ramp) in BOTH styles• Roundabout (both styles), 3 taper transitions (both styles), pavement lot, bridge pillar, traffic light, street lamp, stop signTHE DETAILS• Ultra-light: tiles 50–350 tris, value-based URP Lit materials — no textures, recolour everything in seconds• Unified 16 m grid, center pivots at ground level• Showcase scene included: a full mini city with a working bridge, speed zones, bus route, parking shuttle and live traffic — press Play• Everything is a plain prefab + ScriptableObject kit: point the drawer at YOUR prefabs and it paints with them, zero code changesPairs with our free Stylized Car Pack and the Complete Car Pack — samescale, same style. Built for URP.76 prefabs: 61 road models (3 families × 8 pieces × 2 styles + roundabout×2, 3 transitions ×2, pavement, pillar, traffic light, street lamp, stopsign) + 15 cars (3 vehicles × 5 colours, Body + 4 wheel pivots). Full C#source: Road Drawer scene-view painter (6 modes), RoadNetwork auto-tilingcomponent, RoadKit/RoadTileSet ScriptableObjects, TrafficManager +TrafficAgent runtime AI (BFS routing, multi-stop routes, curb parking,per-tile speeds, elevation-aware). Tiles 50–350 tris, props under 300.11 road + 11 car URP Lit materials — no textures. 16 m grid, elevationlevels ±6 m, center pivots at ground level. Two demo scenes (model lineup+ full showcase city). Editor tools compile out of builds.





