Road Infrastructures and Parametric Modeling inside Unity
All recent Unity versions are supported including Unity 6 - URP 17 & HDRP 17
Be ready for v3.2
Create unique road networks directly in Unity with both built-in customizable dynamic crossing prefabs and custom crossing prefabs based on your own imported models.
Bring your scenes alive with the included side object system that can be used to add additonal objects along the road objects and intersections. Objects such as: lampposts, guard rails, fences, walls, bridges, power lines, tree lines or any other type of geometry following a path.
These side objects can be auto generated based on a set of rules for the road shape and terrain profile, they can be manually activated for the full road object or per road marker section.
EasyRoads3D is a framework with a wide range of advanced features,it can be used with your own assets both for road types and side objects.
If you are just beginning it is recommended to explore the free (if you have an EasyRoads3D Pro license) Demo project which includes additional road types and a wide range of different types of side objects. This demo package and the tutorial videos above in the gallery will help getting familiar with the tool. The EasyRoads3D Add On - HD Roads package includes ready-to-use high quality road types and is also a useful starting point for beginners who want to see quick results.
The EasyRoads3D v3 Pro toolset includes the Custom Connection system for integrating your own models or 3rd party models. Create unique complex road networks or other infrastructures such as railroads or Sci-fi racing tracks. And other shapes, like rivers with the riverbed carved in the terrain, can also be created with the side object system.
Features:
- Winding roads or dirt paths in scenic environments and complex city road networks.
- Built-in customizable crossings
- Custom Crossings - import your own crossing connection models for unqiue intersections and road / sidewalk shapes
- Side Objects: bridges, guard rails, fences, walls, power lines, etc.
- Side objects can be auto generated based on rules taking into account the road and terrain shape
- Side Object support on Intersections
- Custom shapes for other infrastructures like railroads and rivers
- Terrains conformed to the road shape, grass / tree removal, optional road shape baking in the terrain splatmap
- Real world road data import (OSM/KML is supported), because of the complexity that road networks in real world situations can have, intersections are currently not auto inserted
- URP and HDRP material support packages
- Custom road and side object functions can be added through the scripting API and callbacks just like in Unity itself. Source code is NOT included
Visit our website for the full feature list.
Feature requests are always welcome.
The current version of EasyRoads3D supports all Unity versions from Unity 2019.4 up to the recent versions including Unity 6, additional URP and HDRP support packages are included
Terrain related processes are optimized for the Unity terrain object. So this asset integrates well with other 3rd part tools that generate a Unity terrain object, tools like: Gaia, Terrain Composer, Landscape Builder, Real World Terrain
The demo project with tutorials and additional assets can be downloaded here and will be FREE with an EasyRoads3D Pro license.
Mac users: Two situations have been reported (Apple Macbook Pro M4 Sequoia 15.7.2 Unity 2022.3.62f3 and Apple M1 Mini Sonoma 14.3), where the display of road markers (using Unity Sphere Handles) causes artefacts in the Editor Inspector. Sphere handles are drawn using Unity API code. For Mac users please try the free version first if you like to get confirmation first that there are no similar issues on your end.
Unity Forum Discussion Threads (accumulated views 1 million+):
Website: http://www.easyroads3d.com
v3.2.4f5 Update - release date: 25-03-2026
New: - v3.3 Beta 22 packages in /Assets/EasyRoads3D/Beta Release/
- New Median & Island system
- Beta Info & release notes: https://easyroads3d.com/v3beta.php
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v3.2.4f5 release date: 30-12-2025
New: The 3.3 beta packages are now part of the Asset Store download, please see the readme file in /Assets/EasyRoads3D/Beta Release/ for instructions
Fixed: Possible issues with the "Finalize" option
Fixed: Miscellaneous small bugs and improvements
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v3.2.4f4 release date: 05-09-2025
Improved: Support for URP 17.2.0 in Unity 6.2
Improved: Side objects, road marker active state handling in the Inspector when activating "Auto Generate" for that side object on the specific road type and pressing "Update Scene Instances"
Fixed: Procedural side objects:one more middle section being added after the end of the road object, this happened with a smaller sized end section setup on the z-axis
Fixed: Miscellaneous small bugs and improvements
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v3.2.4f3 release date: 10-10-2024
New: Unity 6 support, including URP 17 & HDRP 17 support
Improved: Side Objects: Bridge pillars will no longer be spawned on bridge sections where another road object is below the bridge
Improved: "Add Shape to Terrain Splatmap", improved smoothness levels when road object specific splatmaps overlap (for example near intersections)
Fixed: Possible issues with the HDRP 14 shaders when the Surface Type is set to Opaque
Fixed: Miscellaneous other small bugs and improvements
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v3.2.4f2 release date: 17-06-2024
Improved: URP, the Forward+ Rendering Path is now also supported for URP 14, /EasyRoads3D/SRP Support packages/URP_14_0_10 or DEMO_URP_14_0_10 when the free Demo package is imported
Improved: URP / HDRP workflow including control over detecting URP / HDRP version changes in General Settings > Project Settings
Improved: API: ERRoad class: public GameObject[] GetSideObjectInstances(SideObject so); get the spawned instances of a Mesh type of side object
Improved: New "Default" alignment option for Dual Sided side objects. Instead of mirroring or rotating instances 180 degrees on opposite road sides, the spawned objects will align according the road direction based on the default prefab alignment settings
Improved: Ease In / Ease Out sliders to control the vertical road shape transition near intersections
Fixed: Mesh Type of side objects: Optional Start and End Connection objects disappearing
Fixed: Mesh Type of side objects: End Connection objects not being spawned when "Average by Road Length" is not active
Fixed: Possible errors when exporting road types or side objects to a Unity package and importing them into another project that uses a different version of EasyRoads3D
Fixed: Custom Connection Editor, the currently assigned road type not being displayed after connection selection changes when only 1 road type exists and when the ID for that road type is 0
Fixed: Procedural and Shape type of side objects and optional Box Colliders. Box colliders do now followi random X Positions
Fixed: Miscellaneous other small bugs and improvements
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v3.2.4f1 release date: 26-04-2024
New: Procedural Side Objects: Segment Offset option to force gaps between segments or to force overlap between segments. This way for example fence elements that are inside the full bounds of the mesh will connect well
Improved: Box Collider support for Dual Sided side objects
Improved: API: ERRoad class: public Vector3[] GetSideObjectInstancePoints(SideObject so); get the spline points of an instance of a Procedural or Shape type of side object
Improved: API: ERRoad class: public GameObject[] GetSideObjectInstances(SideObject so); get the spawned instances of a Mesh type of side object
Improved: Runtime scene examples, create intersections using the scripting API
Improved: Press the M Key while positioning a road marker on another road section without auto generating a new intersection between the two road sections
Fixed: I Connector Blend textures "Build" material option not populating all material properties
Fixed: Road markers not snapping to the terrain for already existing instances of a road type after activating "Follow Terrain Contours" for a road type
Fixed: Miscellaneous other small bugs and improvements
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v3.2.3f3 release date: 27-01-2024
New: URP 16.0.5+ support
Improved: LOD Levels - the default MeshCollider is now active for all LOD Levels
Improved: Side Object Start and End Offset changes in the Side Object Manager will now always update all scene instances when the offset value for that road marker matches the original offset value of that side object
Fixed:
Fixed: Miscellaneous other small bugs and improvements
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v3.2.3f2 release date: 26-11-2023
NEW: URP 15 support
Improved: Terrain heightmap changes matching the road network shape at terrain tile edges with I Connectors
Fixed: Issues in newer Unity versions when opening custom and dynamic prefabs in the project folder
Fixed: Side Object placement issues with custom X position values when the default X position value is 0
Fixed: Miscellaneous other small bugs and improvements
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v3.2.3f1 release date: 21-07-2023
New: Unity 2023 URP and HDRP 15 is now supported
Improved: Start and End object can now also be set for Mesh type of side objects
Fixed: Miscellaneous other small bugs and improvements
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v3.2.2f3 release date: 12-05-2023
New: OSM road data import through the scripting API
Improved: start and end positioning of auto generated barriers on Circular sections
Improved: Inspector and Scene View behaviour after a road object is selected in the hierachy and one of the EasyRoads3D toolbar tabs in the Inspector is selected. The F key can be used to zoom in to the selected marker afterwards
Fixed: Duplicated side objects after "Refresh Road Network" for road network objects that are marked as a side object and for which no actual road mesh is created
Fixed: Inaccurate Offset values for additional side objects relative to auto generated retaining walls
Fixed: Miscellaneous other small bugs and improvements
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v3.2.2f2 release date: 12-12-2022
New: Support for Unity 2022.2 and HDRP v14.0.4
Improved: "Duplicate Object" will now duplicate all selected objects when multiple objects are selected
Improved: The W key can now also be used to set global orientation for the road marker position handle
Fixed: Side Objects not linking to the prefab in the project folder after changes for a specific road object or after updating scene instances of a specific side object
Fixed: Miscellaneous other small bugs and improvements
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v3.2.2f1 release date: 01-09-2022
New: Side Objects on Connection objects, including Custom Connections. For Custom Connection prefabs the curves for side objects on the edges can be customized if necessary in the Unity prefab editor after opening the prefab from the project folder in the Inspector window.
New: New material & shader package for the latest URP versions
Improved: Mesh extraction optimizations for Custom Connection models
Improved: Instantiated objects from prefabs in the project folder will inherit the static state of this prefab
Improved: Option to flip UV coordinates in y direction for roundabout connections
Fixed: UV coordinate issues with non square textures in the Shape type of side object editor window
Fixed: Issue in v3.2.1f4 when pulling out road objects from a connection and instantly snap this new road object to another connection
Fixed: Miscellaneous other small bugs and improvements
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v3.2.1f4 release date: 27-05-2022
Improved: New Side Object related API options, get the Side Object active state, get the active state for individual markers and on which side of the road the side object is active
Improved: Vegetation Studio support for API call CenterPivotPoints(). The Vegetation Studio components attached to the road object will be updated accordingly
Improved: The resolution of relatively straight road marker sections with tilting is now also adjusted when the road Angle Threshold value is lower than the road resolution itself
Fixed: Road width inaccuracies on more extreme steep road angles
Fixed: The road network still switching back to Edit Mode when selecting "No" in the Unity Dialog after one of the other EasyRoads3D toolbar tabs is pressed in Build Mode
Fixed: Miscellaneous other small bugs and improvements
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Full Release Notes History:
http://wwww.easyroads3d.com/releaseNotes.php