Traffic Engine - Vehicle View on Asset Store (opens in new tab)

Package details

Latest version
1.1
Last updated
First released
Unity version
6000.0.0 or later
Package size
707 KB
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Traffic Engine - Vehicle

by Blackbyte Games (opens in new tab)

1 rating, too few to average

High-performance DOTS-based vehicle simulation plugin with physics-based movement, AI traffic behavior, and LaneGraph integration for realistic traffic systems in Unity.

Price $69.99

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Last 6 months

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Price history for Traffic Engine - Vehicle, 6 months Current $69.99; lowest $69.99; highest $69.99 in this period. $0 $50 $100 Jun Jul Aug Sep Oct Nov

Asset preview

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Traffic Engine - Vehicle screenshot 1

Traffic Engine - Vehicle screenshot 1

About this asset

100% Real Physics. 100% DOTS Performance. Built for Scale.

Featured in 📺 CodeMonkey's Top 10 Unity Tools

📖 Documentation | 💬 Discord | 📧 Email Support

Traffic Engine - Vehicle delivers authentic Unity.Vehicles physics simulation built entirely on Unity's DOTS architecture. Experience genuine vehicle dynamics with suspension, tire physics, and realistic steering — all running through ECS, Burst-compiled jobs, and native collections for exceptional performance at any scale.

Physics Implementation

  • Full Unity.Vehicles integration with real suspension and tire grip dynamics
  • Physics-based steering that responds naturally to road curves and conditions
  • Genuine vehicle mass, acceleration, and braking characteristics
  • Kinematic fallback mode for distant or lower-priority vehicles, selectable per prefab

Enterprise-Grade DOTS Architecture

  • Built from the ground up with Entity Component System for maximum efficiency
  • Job System and Burst Compiler integration for multi-threaded performance
  • Handle thousands of vehicles simultaneously with smooth framerates
  • Memory-efficient blob assets for 10,000+ lane networks
  • Four-tier LOD system with frustum culling and per-entity importance bias

Sophisticated AI Systems

  • Intelligent perception system with vehicle-to-vehicle awareness using spatial hashing
  • Dynamic lane changing with gap detection, turn signals, and smooth transitions
  • Multi-strategy obstacle avoidance with emergency braking and dynamic classification
  • Predictive speed control for curves and intersection management
  • Dual-strategy stuck detection with automatic respawn recovery
  • Realistic lateral lane positioning — vehicles gradually converge toward lane center naturally

Audio & Visuals

  • Pooled audio system with proximity-based source assignment and speed-modulated pitch/volume
  • Full lights system: headlights, brake lights, turn signals, hazard lights, and reverse lights
  • Optional animated driver character integration via the Animecs add-on

Developer-First Design

  • Public Burst-compatible API for simulation control, vehicle state queries, lane queries, and obstacle tagging
  • Centralized debug visualization system with per-category toggles (zero overhead in release builds)
  • Scene Validator window, custom authoring inspector, and editor tools for fast setup
  • All components and systems are public and designed to be queried or extended without modifying internals

Traffic Engine - Vehicle depends on Traffic Engine - Core (included, separate package) which provides the LaneGraph ECS integration and LOD system — automatically installed as a dependency.

Note: Assets shown in promotional videos are not included. Traffic Engine provides the traffic simulation system only.

From the publisher's Asset Store listing.

Technical details

Vehicle Components & Systems

  • TrafficVehicleAuthoring: Main vehicle configuration — classification, dimensions, bumper offsets, movement mode, physics settings, and all AI behavior parameters
  • TrafficVehicleProfile (ISharedComponentData): Shared per-chunk physical and behavioral profile; vehicles sharing the same configuration share a single instance for memory efficiency
  • TrafficVehicleLightAuthoring: Individual light setup for headlights, brake lights, turn signals, hazard lights, and reverse lights; compatible with all render pipelines
  • TrafficVehicleAudioAuthoring: Per-vehicle audio configuration for engine, brake, horn, and idle sounds with proximity-based pooled AudioSource assignment
  • TrafficVehicleSpawnerAuthoring: Proportional multi-type spawning with spacing checks, lane tag filtering, and optional collider avoidance on spawn
  • TrafficVehicleDriverAuthoring: Optional animated driver character integration via the Animecs add-on (requires TRAFFIC_ENGINE_ANIMECS define)

Core Systems

  • TrafficVehicleAwarenessSystem (OrderFirst): Rebuilds the per-frame NativeParallelMultiHashMap for O(1) lane-indexed neighbor queries; owns the shared FrameCounter used for LOD throttling
  • TrafficVehiclePerceptionSystem: Vehicle-ahead detection, traffic signal compliance, and curve speed awareness
  • TrafficVehicleLaneNavigationSystem: Spline following with cumulative-distance projection, automatic lane-end transitions, and restricted lane filtering
  • TrafficVehicleLaneChangingSystem: Gap acceptance against awareness map data, smooth lateral interpolation, and turn signal coordination
  • TrafficVehicleObstacleAvoidanceSystem: Swept box cast with Static / Dynamic / Kickable / Boundary classification and five response types
  • TrafficVehicleStuckRecoverySystem: Dual-strategy stuck detection (lane deviation + no-movement with BoxCast confirmation) with in-place ECB-based relocation
  • TrafficVehiclePhysicsMovementSystem / TrafficVehicleKinematicMovementSystem: Dual-mode movement supporting full Unity.Vehicles physics or direct kinematic transform

Performance & ScalabilityFour-tier LOD system (High / Medium / Low / Culled) provided by Traffic Engine - Core. LOD assignment uses frustum culling and per-entity importance bias. Each system applies frame-skip throttling for Low LOD using a shared FrameCounter. All simulation code runs in Burst-compiled IJobEntity jobs. The VehicleAwarenessMap enables lane-indexed perception queries without scanning all entities.

Public API - TrafficEngineVehicleAPI provides managed and Burst-compatible overloads for enabling/disabling vehicles, setting target speed, querying vehicle state, querying lane occupants, and tagging obstacles. TrafficEngineLaneGraphAPI and TrafficEngineLODAPI are provided by Traffic Engine - Core.

Critical Setup Requirements

  • Lane Connectivity: Even small gaps between lane endpoints can cause vehicles to stop navigating or behave erratically — validate all connections before testing
  • LaneGraph Initialization: Must be initialized at runtime before vehicle spawning; TrafficVehicleSpawnSystem will not run until initialization is confirmed
  • Lane Curvature: Gradual curves strongly recommended — tight turns cause oversteer and lane deviation with physics steering
  • Auto Transmission: Physics movement requires Unity.Vehicles auto transmission enabled — configured automatically by the Setup Physics button
  • SubScene Workflow: All authoring components must be placed within a SubScene for DOTS baking

Technical Requirements

  • Unity 6000.0 or higher
  • Requires: com.unity.entities, com.unity.entities.graphics, com.unity.physics, com.unity.vehicles (0.1.1-exp.1), com.unity.mathematics, com.unity.collections
  • Requires: Traffic Engine - Core (com.blackbytegames.trafficengine.core) — free, installed automatically

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP Custom
6000.0.0f1 Not listed Compatible Compatible Compatible

Unity Version Requirements:Unity 6000.0 or higher

Required Package Dependencies:

  • Unity.Entities
  • Unity.Entities.Graphics
  • Unity.Vehicles (v0.1.0-exp.1)
  • Unity.Physics
  • Unity.Mathematics
  • Unity.Collections
  • Lane Graph

As listed on the Asset Store.