Modular Live City | Building, Road & Traffic Creator Kit
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A complete modular city solution for Unity 6 URP: build and style buildings, draw roads with lane-level traffic, dress the streets, change the weather, then export what you built.Modular Live City is a complete modular city solution you can drop into a Unity 6 project — buildings, roads, traffic and props in one tool. Start from an empty island or one of eleven ready-made cities, drag out buildings, give them any of 40 facade styles and 12 roof types, paint materials and colours, dress the streets with almost 200 props, and draw roads, bridges, tunnels and interchanges.▶ TRY THE WEBGL DEMO IN YOUR BROWSER — the full tool, no downloadA lane-level traffic simulation, buses, cyclists, pedestrians, boats and birds bring it to life. Change the time of day and the weather, walk through what you built, then save it, export it as a 3D model or a prefab, and spawn it in your own game.Everything is procedural. No third-party models, textures or sounds are needed, every mesh can be exported, and the core — meshing, editing, roads, traffic — is plain C# you can script and test.🏗️ MODULAR BUILDINGSDrag footprints, scroll for floors, click faces to add blocks, pull walls out, carve with the eraser.Everything is undoable.436 baked modular prefabs and 70 ready-made buildings to build from.Buildings are meshed in 8×8×8-cell chunks on worker threads; only chunks touched by an edit are rebuilt.🎨 STYLE & PAINT40 facade styles in 8 groups; 12 roof types with 6 coverings.Wall materials, wall, trim and roof colours, glass tints.Applied per block, per floor, per facade or per building.🛣️ ROADS, PATHS & TRAFFICCurved roads across 5 height levels, with 12 road types plus bridges and tunnels.12 interchange presets, one click each, plus junction controls.A lane-level traffic simulation with buses, cyclists and pedestrians; slip roads merge at a shallow angle instead of forming junctions.🌄 A LIVING CITYDay/night cycle and six weathers.Four looks, including a comic post-process pass.Street lamps, boats and birds, and a first-person walkthrough of what you built.📦 CONTENT INCLUDED196 props in 14 categories and 14 ground types.11 starter cities plus an empty island to begin from.A demo scene, and a portrait (phone) UI layout.💾 SAVE, EXPORT, SCRIPTSave and load cities, export a build as a 3D model or as a prefab, and spawn it in your own scene.The core is pure C# with no engine references, so it is scriptable and unit-testable; EditMode and PlayMode tests are included.An offline HTML manual ships inside the package (Tools > Modular Live City > Documentation).⚠️ BEFORE YOU BUYUniversal Render Pipeline only. This package does not support the Built-in Render Pipeline or HDRP.Unity 6 (6000.0.x); tested on 6000.0.62f1 with URP 17.Tested on Windows, in the Editor and in a standalone player. The code uses no platform-specific APIs; on mobile, keep cities modest and lower the render scale.Asset type: Editor tool and runtime modular city builder, full C# source.Unity: Unity 6 (6000.0.x) — tested with 6000.0.62f1.Render pipeline: Universal Render Pipeline 17 (com.unity.render-pipelines.universal), required. Built-in RP and HDRP are not supported.Input: Input System 1.x, the legacy Input Manager, or Both — all three work.Other packages: uGUI (com.unity.ugui, installed by default). The Test Framework is only needed to run the included tests.Scripts: 99 C# files across 5 assembly definitions; the core assembly has noEngineReferences so it builds and tests without Unity.Prefabs: 436 baked modular prefabs. Materials: 189. Shaders: 5 (all URP).Textures: 87 PNG, all generated procedurally by the included Texture Factory — deterministic, so regenerating reproduces identical files.Content: 40 facade styles (8 groups), 12 roof types, 6 roof coverings, 196 props (14 categories), 14 ground types, 70 library buildings, 12 road types, 5 road height levels, 12 interchange presets, 11 starter cities.Scenes: 1 demo scene. Package size: 1,331 assets.Performance (Windows player, 1920×1080, RTX 3070 Ti laptop GPU): a stress city of 20,000 blocks, 2,500 props, 150 people and 60 vehicles holds 60 fps with vsync; a single-block edit rebuilds in about 15–35 ms. A highway region with 500 vehicles and 150 people runs at about 240 fps, and the lane graph and traffic rebuild in about 20 ms after a road edit.Threading: chunked meshing on worker threads with pooled mesh buffers; colliders baked in a parallel job.Tests: EditMode and PlayMode test suites included.Documentation: one self-contained offline HTML manual inside the package.Third-party content: the Barlow font, under the SIL Open Font License 1.1; the full licence ships in the package. Nothing else is third-party.Known limitations: URP only; tested on Windows; very large cities benefit from a lower render scale at 1440p and above. The Unity Editor compiles with Debug code optimization by default, where the mesher runs several times slower than in a built player.AI-assisted code generation tools were used during development of this package, primarily Claude Code for generating and refactoring C# code. All AI-assisted code was reviewed, modified, compiled and tested by hand, and is covered by the package's automated test suites and a buyer-simulation import into a clean Universal Render Pipeline project.No shipped art, audio or model asset in this package is AI-generated. Every texture is produced procedurally at Editor time by the included Texture Factory (deterministic value noise written in C#), and every mesh is generated by the kit's own mesher. No image, audio or 3D generative model was used to create any asset in this package.The only third-party component is the Barlow font, used under the SIL Open Font License 1.1, with the full licence text included in the package.


