City Generator - Procedural City, Traffic & Crowd Simulation
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Generate a whole living city at runtime from one seed: roads, zoning, buildings, traffic that queues at real signals, pedestrians that wait and cross, buses, weather and a full day cycle.A city is a number. City Generator builds the road network, the zoning, the buildings and the life that moves through them from a single integer seed. Change the seed and you have a different city. Change nothing and you have the same one, on every machine, every run.Online Demo | View Online DocumentationMost city assets stop at the geometry. This one keeps going, because a city that does not move is a diorama.WHAT ACTUALLY MOVES• Traffic that obeys the road, not a spline. Cars follow lanes, queue nose-to-tail, change lanes with a proper gap check, indicate before they turn, sweep real arcs through junctions and hold at red.• Signals with genuine phases. The all-red is long enough for the slowest pedestrian to finish crossing - the timing is derived from the crossing width and the walk speed, not guessed.• Buses that run routes. They pull in at stops and open their doors while people board and get off.• Pedestrians that behave like people. They keep to one side of the pavement, step around lamp posts and benches, wait at the kerb for the green man, and cross when they get it. About a third are not walking at all: sitting on benches, reading, waiting for a bus, talking or jogging.• Animals and weather. Dogs on leads, stray cats that bolt when startled, birds that flock and land, rain, snow and a full day and night.WHAT YOU GET• 14 presets - Balanced, Manhattan, Suburbs, Downtown, Garden City, Old Town, Rush Hour, Waterfront, Freight Yard, Megacity, Village, Market Town, Farmland and Seaside. Each is a different city, not a different colour.• Districts and civic areas - a main square with a fountain, parks, a hospital with an ambulance bay, a police station with a yard of patrol cars, car parks, a football pitch, a railway with level crossings, and a beach with loungers and a lifeguard hut on coastal maps.• 77 hand-modelled props and vehicles - cars, vans, buses, bikes, trees by species, street furniture, buildings, people and animals. Every model sits in a library slot: drop your own prefab into a slot and the kit places yours instead, with no code change.• A one-line CITY CODE that captures the seed and every setting, so a city can be copied, pasted and shared exactly.THE DEMO SCENEA complete playable demo is included, not a screenshot: every setting on a live panel, a minimap you can export as a PNG, a sound mix that follows the camera, and five ways to look at the city - free flight, walking, driving a car, third-person follow and an orthographic plan view. Five post-processing looks switch at runtime. The online demo above is that same scene in your browser.BUILT TO BE TRUSTEDThe generation logic is engine-free C# covered by 74,511 automated assertions that run outside Unity - the traffic model, the crowd, the layout rules and the signal timings are checked, not hoped for. The kit also ships the editor audits used to develop it: a driving probe that measures whether cars slide, teleport, leave the road or interpenetrate, a crowd probe for jitter and snapping, plus navigation, performance, audio and render audits.Everything ships as source. Nothing is a black box, nothing phones home, and there are no third-party dependencies to install.KNOWN LIMITATIONS• Universal Render Pipeline only. The kit's shaders are URP and it will not render correctly on the Built-in pipeline.• The demo scene uses Unity UI (uGUI) and the legacy Input Manager. The runtime kit itself needs neither - delete the Demo folder and nothing in the generator breaks.• The art is a clean low-poly style with flat vertex colour, not photoreal scanned assets. It is meant to be shipped with, or replaced through the library slots.REQUIREMENTSUnity 6000.0 or newer, Universal Render Pipeline. Verified on Windows standalone (x86_64) and WebGL.THIRD-PARTY CONTENTNone. This package contains no third-party fonts, images, audio, icons, shaders, DLLs, native binaries or third-party source code. Every one of the 77 models, all 4 shaders and all 75 scripts is an original work created for this package; see Third-Party Notices.txt file in package for details.Supportszekipapa77@gmail.comCONTENTS• 64 runtime C# scripts split by responsibility: `Runtime/Core` for engine-free decisions (layout, zoning, traffic model, crowd, signals, buses, sky colour, presets, validation) and `Runtime/Unity` for geometry, meshing, drawing, audio and environment.• `Editor` inspector and authoring tools; `Demo` for the demo scene and its UI.• 77 hand-modelled FBX props and vehicles, generated prefabs, and an asset-library ScriptableObject that maps them to slots.• 4 URP shaders: vertex colour, particle, rain and sky.• Full written manual whose every code sample is compiled by the test suite, so no sample in the manual can go stale.GENERATION• Deterministic from a single int seed - identical output on every machine and every run.• City size 40x40 to 220x220 cells, cell size 2-8 m. A 96x96 city at 4 m is 384 x 384 m.• Typical 96x96 city: plan in a few milliseconds, geometry in a few hundred milliseconds on a desktop machine.• Geometry is merged and chunked, so the whole city is a small number of draw calls rather than one per building.SIMULATION• Every per-frame system exposes a public `Advance(deltaTime)`, so the city can be stepped by something other than the frame clock - fixed-step replays, headless servers and automated captures all work.• Traffic, crowd and signals are decided in engine-free code and drawn by a separate layer, so the decisions can be tested without Unity.• Vehicles carry trigger BoxColliders so your own raycasts and trigger volumes can find the traffic.VERIFICATION SHIPPED WITH THE KIT• 74,511 automated assertions over the engine-free core.• Editor audits: driving probe, crowd probe, navigation, performance, library, map, audio, grain, docs and render-snapshot checks.REQUIREMENTS• Unity 6000.0 or newer. Universal Render Pipeline required; the kit will not render correctly on Built-in.• C# with full source, no DLLs. No third-party packages, no paid plugins, no network access.• Platforms verified: Windows standalone (x86_64) and WebGL.This package was built with AI-assisted development tools. Primarily Claude Code for the C# implementation, with a smaller amount of assistance from GPT-based models via Codex. All generated code was reviewed, edited and integrated by hand rather than shipped as produced.Every store screenshot is a direct capture of this package's own running build. The four marketing key images - cover, card, icon and social - were produced with AI image generation, using those captures as the visual reference.The written documentation and store copy were drafted with AI assistance and edited by hand.




