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Latest version
1.5
Last updated
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Unity version
6000.0.0 or later
Package size
571 KB
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Lane Graph

by Blackbyte Games (opens in new tab)

1 rating, too few to average

LaneGraph is a lightweight lane-based navigation system for pathfinding in Unity.

Price $49.99

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Price history for Lane Graph, 6 months Current $49.99; lowest $49.99; highest $49.99 in this period. $0 $25 $50 Jun Jul Aug Sep Oct Nov

Asset preview

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Lane Graph screenshot 1

Lane Graph screenshot 1

About this asset

Build intelligent road networks in minutes, not days.

LaneGraph eliminates the complexity of lane-based navigation with a visual editor that lets you design, connect, and control traffic flow as easily as drawing paths. 

Featured in 📺 CodeMonkey's Top 10 Unity Tools

📖 Documentation | 💬 Discord | 📧 Email Support

Why LaneGraph?

Stop wrestling with complex navigation systems. LaneGraph gives you production-ready lane-based pathfinding that scales from simple racetracks to sprawling city networks—all without writing a single line of navigation code.

Perfect for:

  • Racing Games: Create dynamic racing lines with overtaking lanes and pit lane transitions
  • Traffic Simulations: Build realistic city traffic with intersections, signals, and lane changes
  • Autonomous AI: Give vehicles intelligent navigation through complex road networks
  • City Builders: Design road networks that NPCs can actually navigate properly

Visual Design Tools

Design your entire road network visually in the Unity editor—no code, no guessing. See your changes in real-time.

Path Component: Straight roads, sweeping curves, or complex shapes using Linear, AutoBezier, or manual Bezier control. Perfect for highways, racetracks, and city streets.

Intersection Component: Connect paths with customizable lane-to-lane routing. Define which lanes can turn left, right, or go straight—exactly like real traffic engineers do.

Transition Component: Handle merges, splits, on-ramps, and lane reductions. Your AI can finally navigate highway entrances without breaking a sweat.

Lane State Controller: Add working traffic signals with customizable timing. Green, yellow, red—your lanes respond like real traffic lights.

Runtime Performance That Scales

Built for performance from day one:

  • Hierarchical BVH (Bounding Volume Hierarchy) for lightning-fast spatial queries
  • A* pathfinding optimized for lane graphs—finds routes through thousands of lanes in nanoseconds
  • Unity.Mathematics data types (float3, etc.) for light-weight queries
  • Automatic scene optimization converts editor data to lean runtime structures

Query nearby lanes, find paths, detect positions—all without frame drops, even in massive open worlds.

What's Included

Editor Tools (Editor-Only):

  • Drag-and-drop lane component creation
  • Visual profile manager for configuring lane properties (width, direction, speed limits, tags)
  • Real-time connection visualization and snapping
  • Traffic signal controller setup
  • One-click build system

Runtime Components (Optimized ScriptableObjects):

  • Compact lane graph data structures
  • Fast spatial query API via LaneGraphManager
  • Lane state management with event callbacks
  • Pathfinding between any two positions
  • Direction and tag-based lane filtering

Documentation & Support:

  • Comprehensive user guide with workflow examples
  • Complete API reference with code samples
  • Demo scenes showcasing different configurations
  • Discord community for quick help
  • Email support for technical issues

From the publisher's Asset Store listing.

Technical details

Key Features:

  • Lane-based pathfinding with A* algorithm optimized for road networks
  • Multiple lane types with customizable properties (width, direction, speed, tags)
  • Flexible intersections with per-lane connection configuration for turns and traffic flow
  • Lane transitions for merges, splits, and complex highway scenarios
  • Traffic signal control with timing-based state management
  • Optimized spatial queries using hierarchical BVH for fast lookups in large scenes
  • Unity.Mathematics integration for efficient, allocation-free calculations
  • Shape variety: Linear paths, automatic Bezier curves, or manual Bezier with full tangent control
  • Visual editor: Real-time lane visualization, snapping, and debugging tools
  • Event system: Lane state change callbacks for reactive AI behavior

Runtime Architecture:

  • Editor components convert to optimized ScriptableObjects at build time
  • Lane data stored in compact, cache-friendly structures
  • Spatial queries execute in O(log n) time via BVH traversal
  • Zero runtime allocations for spatial queries using Span<T> and stack allocation
  • Scene-based data isolation—multiple scenes can each have their own lane networks

Supported Platforms:

Fully compatible with all Unity platforms. The runtime system is designed for consistent performance across:

  • Desktop (Windows, macOS, Linux)
  • Mobile (iOS, Android)
  • Consoles
  • WebGL

The data structures are memory-efficient and platform-agnostic, with no platform-specific code required.

Requirements:

  • Unity 2019.1 or later
  • Unity.Mathematics package (included with Unity)

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP Custom
6000.0.0f1 Compatible Compatible Compatible Compatible

The package is compatible with all unity versions.

Ensure your project use Unity.Mathematics if it doesn't already.

As listed on the Asset Store.