DOTS Traffic City

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.
  • Simulation
    Simulate 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).
  • 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, 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.
  • Monobehaviour support
    Not 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).
  • Modular architecture
    Allows you to integrate the project into your existing game without hassles.
  • Netcode For Entities
    A new demo scene showcases a network solution based on pure DOTS. Networking for mono traffic will be available in the future.
  • Runtime Road API
    New demo scenes show how to create a city builder based on tiles or custom splines (runtime splines can be used with Road Constructor).
  • Train support
    You can either use a built-in solution or flexibly integrate a third-party controller for the train.
  • A* navigation
    Set to follow a car or pedestrian to a given node using the built-in A* pathing or A* pathfinding project.
  • 3rd-party.
  • EasyRoads3D.
  • Road Constructor for editor & runtime.
  • CityGen3D.
  • MicroVerse Roads.
  • Rukhanka Animation System pure & hybrid mono entities.
  • Fantastic City Generator for editor & runtime.
  • Agents Navigation.
  • Animatron. (new)
  • Aron’s A* pathfinding project. (point graph for traffic & pedestrian node navigation)

Key features:


Traffic


  • Physics
    Vehicles can use either:
  • Parking
    Customizable parking lines and parking areas.
  • Speed control
    Automatic vehicle speed control depending on lane speed limit, traffic lights and other traffic.
  • Lane changing
    Automatic vehicle lane changing based on traffic congestion or road type.
  • Traffic groups
    Restrict 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.
  • Obstacle Avoidance
    Bypassing a player or specified custom obstacles. (new)
  • Driving styles
    There are different types of driving styles on the road: considerate, passive, and aggressive. (new)
  • Priority
    Vehicles pass through the intersections according to road priority.
  • Antistuck
    An Antistuck system that destroys the entity if it gets stuck for a while and isn't visible in the player's camera.
  • Traffic Jams
    Cars won't enter crossroads if they can't get through in order to avoid causing traffic jams.
  • Custom Path
    Set to follow a car to a given node using the A* pathing.
  • Left-hand traffic
    Starting with version 1.1.0, driving on the left is available.
  • Culling
    Vehicles only spawn around the player.
  • Combined physics
    Limit physics to only the vehicles closest to the player in order to improve performance.
  • LODs
    LOD system for the vehicles depending on the distance to the camera.
  • Tests
    A handy traffic test scene where most traffic situations can be tested with all available parameters.
  • Damage
    Health & damage system example included.

Pedestrians


  • Rig type:
    • Legacy pedestrian
      Hybrid 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 GPU
      This mode lets you mix Hybrid Animator models for near and GPU animation for far at the same time, with seamless transitions.
    • Hybrid On Request And GPU
      By default, the entity is animated by the GPU until a Hybrid skin is requested.
    • Hybrid Shape GPU
      Hybrid entity animated on GPU in DOTS & has hybrid monobehaviour collider to interact with pedestrians in a familiar way.
    • Rukhanka
      Pure entities animated with Rukhanka Animation System in DOTS.
    • Rukhanka Hybrid
      Hybrid entities animated with Rukhanka Animation System with hybrid monobehaviour collider & rigidbody to control or interact with pedestrians in a familiar way.
    • Animatron
      Pure entities animated with Animatron in DOTS. (new)
    • Animatron Hybrid
      Hybrid entities animated with Animatron with hybrid monobehaviour collider & rigidbody to control or interact with pedestrians in a familiar way. (new)
  • Simulation type:
    • Physics
      All pedestrians have a physics collider.
    • No physics
      Pedestrians don't have physics colliders, all interactions and collisions are calculated by custom jobs.
  • Behaviour
    Multiple pedestrian behaviours such as idle, walking, running, talking and sitting.
  • Navigation:
    • Local avoidance
      Simple lightweight method for avoiding vehicles.
    • Navmesh avoidance
      Calculate NavMesh paths on the NavMesh surfaces by bursted job.
    • Agents Navigation
      3rd party navigation package for high quality pedestrian crowd simulation.
  • Culling
    Pedestrians will only spawn around the player.
  • Culling state
    Only pedestrians in the player's line of sight are fully active.
  • Ragdoll
    Ragdolling is currently only supported with default colliders (or with Rukhanka in DOTS).
  • Custom Path
    Set to follow a pedestrian to a given node using the A* pathing.
  • Event triggering
    Event impact on pedestrians by area.
  • Tests
    Pedestrian test scene where the workability of entities can be tested.

City


  • Traffic road
    Multiple road templates and custom road customization tools.
  • Road API
    Generate road segments from raw data or unity splines.
  • Streaming
    Create infinite cities by dividing 3D assets and road entities into chunks for streaming at runtime.
  • Culling
    All entities in the city change their behaviour depending on the culling state (including traffic and pedestrians).
  • Physics culling
    Only the physics objects close to the player are involved in the physics evaluation.
  • Traffic light
    Quick and easy creation of traffic lights.
  • Debug
    Convenient visualisation of data on scene.

Tools


  • Road segment creator
    A Tool containing the 10 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.
  • Parking builder
    A tool for creating parking lines or parking areas of any complexity.
  • Pedestrian node creator
    A Tool for quickly creating routes for pedestrians.
  • Car prefab creator
    A Tool that quickly converts 3D models of vehicles to traffic entities in just a few clicks.
  • Global traffic light settings
    A tool to connect traffic lights and traffic nodes, pedestrian nodes, crossroads, and visually display the timings of each traffic light on the scene.
  • 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 (pure DOTS only).

Demo Scenes


  • Demo
    GTA-like sample scene.
  • Demo Mono
    Same scene as demo, but all simulations run in hybrid mode of monobehaviour scripts with DOTS.
  • RuntimeTile Road Demo
    Sample scene showing how to create a city builder based on tiles (runtime spline can be used with Road Constructor plugin).
  • Runtime ChunkRoad Demo
    Sample scene demonstrating the road chunks added at runtime.
  • Runtime CustomRoad Demo
    Sample scene to demonstrate the use of the API to generate run-time roads from Unity spline roads or from custom data.
  • Runtime RawData Demo
    Sample scene that demonstrates the generation of a road from raw data at runtime. (new)
  • Custom Train Demo
    An example of how a 3rd party train solution can be integrated.
  • City stress scene
    A scene for stress testing that combines thousands of vehicles and pedestrians.
  • Traffic stress scene
    A scene that is extremely crowded with vehicles in order to stress test vehicle amounts.
  • Pedestrian stress scene
    A scene that is extremely crowded with pedestrians in order to stress test pedestrian amounts.
  • Pedestrian animation stress scene
    Performance scene comparison between Unity Animator animations and GPU instanced animations.
  • Vehicle physics stress scene
    Stress scene for thousands of cars with vehicle physics.

For more information about the scenes, read the Project Scenes.


Tutorial Playlist


Demo

Windows | Android


To get started

Tutorial | Documentation


Contact me

Discord | Email


Read the Limitations in the Technical Details section.


Third-party usage:

Projects:


Please read Third-Party Notices.txt for more information

Release Notes

For more information read the Change log section.


[1.7.1] - 28-03-2026


Changed


- Added a new clear job for hashmap systems.


Fixed


- Fixed physics culling for dots physics cars.

- Fixed baking order for simple physics cars to avoid a potential exception.


[1.7.0] - 25-03-2026


Added


- Added support NetCode for Entities.

- Added support for multiple cull points for local split-screen multiplayer.

- Reworked the GPU animation engine, which reduces the overall number of draw calls, adds custom timings for each animation, and provides a more convenient workflow.

- Added support for runtime attachments & animation events for GPU animations.

- Added custom animation speed for walking animations for each entity for all animation engines (Unity Animator, Built-In GPU Engine, Rukhanka, and Animatron).

- Ability to add runtime pedestrian nodes for custom pedestrian routes or buildings.

- Added methods for adding runtime custom roads by custom chunks to reduce overhead across the frame during the creation of large maps at runtime.

- Added a new parameter to reduce or prevent overtaking from the road side.⁠

- Added checking the opposite lane for obstacle during avoidance for straight roads.

- Added a new option adding different wagons for trains at runtime.

- Improved precision for obstacle detection on short-width roads.

- Added position handles for the default type of segments.

- Added mono vehicles to Polygon city template.

- Added choise for entity types in the Hub selection window

- Added 3 new weapons to the Demo Mono scene.

- Added Roundabout support for Road constructor editor scene.

- Added Unity 6.4 support.


Changed


- Improved the performance of some high-loaded systems.

- Improved parking navigation for traffic.

- Improved EasyRoads3D generation.

- Significantly improved performance of adding runtime roads for giant maps.

- All of the demo city scenes prefabs have been moved to separate presets.

- Improved Roundabout template workflow.


Fixed


- Fixed the build size for giant entity scenes.

- Fixed a potential exception in avoidance system.

- Fixed avoidance at intersections in some cases.

- Fixed jittering for no physics cars during avoidance.

- Fixed speeding of approaching vehicles with custom behavior.

- Fixed the roundabout template when the entrance traffic node has a different lane number than the inner traffic nodes.

- Fixed compatibility with latest Polygon City template.

- Fixed collision avoidance for dots vehicles in traffic areas.

- Fixed Trigger and Destroy type for Traffic node.


[1.6.5] - 08-01-2026


Added


- Added custom post processing for mono cars during car creating in the car prefab creator.


Fixed


- Fixed targeting for custom physics vehicle for some corner cases.

- Fixed weight parameter for mono cars in the car prefab creator.

- Fixed navigation for parking segment if it merged with other segment.

- Fixed change lane during A* navigation for some corner cases.


[1.6.4] - 31-12-2025


Added


- Added unity vehicle support.

- Added a car player blocker component for mono traffic to prevent the player from being push the car if it the player has custom controller.


Changed


- 2 unused layers were removed from the demo scene.


Fixed


- Removed scheduling from Begin Simulation systems to prevent potential structural changes during Job System.

- Fixed road constructor generation for some cases.

- Fixed the demo's mono bullet collision with pedestrians.

- Fixed the player demo's shooting on non-flat surfaces.


[1.6.3] - 28-11-2025


Fixed


- Fixed the missing driving sound for cars (1.6.0 regression).

- Fixed player interaction with cars in Demo scenes (1.6.0 regression).


[1.6.2] - 24-11-2025


Fixed


- Fixed compatibility with Unity 2022.3

- Fixed PathHashMapSystem Burst error message.


[1.6.1] - 21-11-2025


Added


- Added the ability to change lanes during built-in A* navigation for traffic.

- Added the ability to follow traffic to a user-defined point.

- Added new events for spawning and reaching the target for pedestrians.


Changed


- The project no longer overrides constant scripts and enums during version updates.


Fixed


- Fixed unexpected acceleration beyond the maximum speed for mono cars.

- Fixed the issue of the traffic light not linking with the crossroad when it was in an arbitrary hierarchy during the entity root scene was moved to the main scene.

- Fixed potenial warning messages after subscene generation.

- Fixed Road constructor traffic lights intergration.

- Fixed Road constructor being set wrong speed limit for runtime scene.

- Fixed auto crossroad generation for left-lane driving.

- Fixed a minor memory leak in the traffic test scene.


[1.6.0] - 09-11-2025


Added


- Added Animatron support.

- Added a new API & Runtime RawData Demo scene that demonstrates the generation of a road from raw data at runtime.

- Added new detection obstacle method for traffic at intersections to improve better obstacle detection in some corner cases.

- Added tools to the Road Segment Creator for quickly merging Traffic nodes, creating new Traffic nodes, and creating a new Road segment from an existing one.

- Added auto-crossroad recalculation during its editing.

- Added support for single or multi-container splines in the Road segment creator.

- Added smooth corners of pedestrian nodes for Custom road segment.

- Added validation for traffic light.

- Added auto-connect for custom segments that are added during runtime.

- Added U-turn support for runtime roads.

- Added RuntimeSegmentCustomView helper scene component to view RuntimeSegmentCustom data.

- Added support for custom lane counts for the forward & backward directions of traffic nodes for custom runtime road.

- Added support for merge road for custom runtime road.


Changed


- Improved along path generation of pedestrian nodes for Custom straight road segment.

- Monobehaviour type was removed from RuntimeSegmentCustom script to reduce overhead.

- The editor metadata was removed from the serializable dictionary.


Fixed


- Fixed deprecation messages for Entities 1.4.2+ & Unity 6.3.

- Fixed compatibility with Rukhanka 2.5.0+.

- Fixed a potential NaN destination for traffic in rare cases.

- Fixed raycast for DOTS cars & obstacle detection outside its path.

- Fixed unexpected activation avoidance for traffic on long roads in some cases.

- Fixed the path drawer exception at the start of the scene if it was initially enabled.

- Fixed simple mono preset.

- Fixed cyclic obstacle avoidance case.

- Fixed Road Constructor generation for some cases.


[1.5.0b] - 02-10-2025


Fixed


- Fixed a build compilation issue due to the missing scripting define UNITY_EDITOR.


[1.5.0] - 30-09-2025


Added


- Added new option to enable different driving styles for traffic.

- Added random lateral offset for traffic.

- Added ability for traffic to avoid player & custom obstacles.

- Added GPU skinning bone method animation to significantly reduce texture memory usage.

- Added new lightweight simple vehicle controller for mono cars.

- Added new sample for arcade vehicle controller with heavy mass.

- Demo project importing according to player choise at start.

- Added ability to choose which toolbar path to use for a project in the editor.

- Added an option to cull vehicle sounds based on distance.

- Added weight spawns for pedestrian NPCs.

- Hybrid shape factory can override hybrid shape for certain pedestrians.

- Added Static transform hybrid component for static runtime entities.

- Added capability to select unique car models for each lane in the Traffic road debugger component.

- Added new API to find the closest traffic path or pedestrian node entity to a given point in the scene.

- Added validation for Traffic Area authoring.


Changed


- Entities.graphics package is no longer required if Mono physics cars & Hybrid Legacy pedestrians are in use.

- Unity.physics package is no longer required if NoPhysics or Mono physics cars are in use.

- Cinemachine package is no longer required.

- Polygon city sample updated with new GPU animations.

- City pack sample updated with new GPU animations.

- Improved path recalculation during parking builder mode.


Fixed


- Fixed RaycastCommand for Arcade vehicles for Unity 6.2.

- Fixed potential vehicle rollover for simple physics cars.

- Fixed pedestrians no longer get stuck in cars due to car movement during local avoidance.

- Fixed an issue with invalid input for the mono traffic car when reversing in rare cases.

- Fixed an issue with obstacle detection at intersections when both vehicles were targeting the same destination.

- Fixed compatiblity with Road Constructor 1.7.0+


[1.4.4] - 29-08-2025


Changed


- Added traffic light cloning for the traffic lights that are part of the road prefab.


Fixed


- Fixed installation on Unity 6.2.

- Fixed a potential jitter for Arcade vehicle controller on Unity 6+.

- Fixed compatiblity with Agents Navigation 4.2.0+.

- Fixed disappearing traffic lights during subscene generation in some corner cases.

- Fixed movement for simple dots vehicles.

- Fixed truncation warning for animation shader.


[1.4.3] - 01-07-2025


Added


- A crosswalk node type has been added for crosswalks without traffic nodes.

- Added crosswalk system for pedestrian passing the road in the crosswalk node type.

- Added npc obstacle with flexible detection area based on its speed.

- NPC obstacle offset authoring has been added for certain vehicles that require a custom offset for NPC obstacle detection.


Fixed


- Fixed Road Constructor compatibility.

- Fixed A* compatibility.

- Fixed rotation of attachment for Rukhanka hybrid pedestrian.

- Fixed Rukhanka hybrid animation event registration.

- Fixed chaser controller spawn.

- Fixed Car prefab creator for some corner cases.


[1.4.2b] - 08-05-2025


Fixed


- Fixed ragdoll system exception for Hybrid pedestrian.

- Fixed sound looping for custom user sound.

Basic Information
Latest Version
1.7.1 (05 Apr 2026)
Publisher
604Spirit
Category
Templates/Systems
Size
413.9 MB
Price
€110.41
Asset Rating
(19)
Extended Information
Unity Versions
2022.3.21
Render Pipelines
BIRP URP HDRP
State
Published