Real Roads & Tracks - Procedural Road, Railway & Roller Coaster Generator OFFICIAL SALE

Lay roads, railways and roller coasters across any terrain, and get the bridges, tunnels, junctions, level crossings and US road markings built for you. For the Universal Render Pipeline (URP) in Unity 6.3 (6000.3).


Drag a box over a generated landscape, and a railway or road is planned through it. It keeps within a maximum grade, uses real curve radii, crosses the river on a bridge centred on the water, and tunnels into the mountains through fitted portals. Move the box and the line is planned again when you let go. Draw a road across the railway and you get a level crossing with barriers, or an overpass. Draw it onto another road and you get a T junction. The same tools run in the Unity Editor and in your player builds.


Rail & Road Generator with a terrain generator

- Generate a 1000 × 1000 m relief with one click. Every relief has a river, a lake and a mountain range too steep to climb, plus painted layers, forests, grass and water surfaces. Every seed gives a new relief.

- Lay a line through a volume (move, turn and scale the box) or along points you draw (Shift snaps to 45°). It is planned again when you release the mouse.

- Three railway types (Classic, Modern, Sci-Fi) and three road types: country road (2 lanes), street (3 lanes with a two-way left-turn lane) and highway (4 lanes).

- Grades, curve radii, cuttings and embankments are planned for you. The terrain is cut and filled for every line and is never touched at the lake and rivers. Move a line and it leaves no scar.

- Every line on the same terrain joins one road-and-rail network with T junctions, crossroads, level crossings, overpasses and underpasses.

- Lay-bys with stall markings on straight, gentle stretches of road.

- Speed on the reference PC: a line is planned in under 25 ms. Moving it re-plans, recomposes and rebuilds the line and terrain in about 0.6–0.8 s.


Bridges and tunnels that fit the ground

- Each bridge is laid out like a real crossing. The main span is centred on the water, and the bridge type is chosen by span: girder, through truss or tied arch, with equal spans for long lake crossings. Piers stand only at span joints, and piers in a lake stand on cutwater footings. Abutments are spill-through with wing walls, and an end pier is used where an abutment cannot stand.

- Tunnels have an arched section for railways and a haunched box for roads. The portals are fitted and match each style: dressed stone with voussoirs and keystone, concrete, or sci-fi. They have wing walls and a trough.

- The terrain is cut open at the tunnel mouth (Terrain Holes) and fitted round the portal, so no gaps or earth wedges are left behind.


Roads that read as roads: US pavement markings

- Markings follow MUTCD rules for right-hand traffic on the asphalt style: edge, lane and centre lines, double yellow, and two-way left-turn lanes.

- No-passing zones are computed for each direction from sight distance over crests and curves.

- Also included: stop lines, crosswalks, lane-use arrows, yield teeth at roundabouts, RXR symbols before level crossings, and lay-by stall marks.

- Level crossings set the rails into the road with flangeways. They have barriers on every approach and alternating red lamps. Approaching trains close them, and cars wait at the line.


Hand-built tracks: constructor and catalogue

- There are 44 segment types: road 16, rail 14 and coaster 14. Roads include hairpins, banked turns, crests and sags, T/X/Y junctions, roundabouts, islands, overpasses, bridges and tunnels. Rails include turnouts, curved and symmetric turnouts, crossovers, diamonds, single-to-double track and stations. Coasters include lifts, drops, loops, corkscrews, zero-g rolls, helixes, brakes, stations and switch tracks.

- Extras: level crossings, end caps, checkpoint and barrier gates, style transitions, free splines and connectors.

- Pieces snap port to port and meet with 0 mm and 0° by construction. A port carries position, heading, grade, bank and width.

- Tracks are saved as JSON documents with a strict reader that reports errors with their path. Meshes are a cache that is rebuilt and never saved in your scene.

- A circuit generator builds closed road, rail and coaster circuits by seed, length, height range and complexity.


Nine dressed styles

- Roads: asphalt, race circuit (kerbs, tyre stacks, gantry) and sci-fi overpass.

- Railways: classic, with timber sleepers and ballast; modern, with concrete sleepers, catenary masts and concrete viaducts; and a sci-fi guideway on a spine beam.

- Coasters: tubular, lattice and sci-fi.

- Seeded variation includes variants, wear, worn meshes and density. It can be reproduced from the JSON.

- Stations, canopies, buffer stops, crossing signals, gantries, gates and barriers are included, plus road decals (repairs, cracks, oil, skid marks, manholes).

- 30+ PBR texture sets are laid out in metres along the track. Re-skin any material key through one Material Palette.


Vehicles and simulation

- Road cars (sedan, race GT, sci-fi) use a physics car with a lane-keeping autopilot. It brakes for curves, chooses routes at junctions and stops at closed barriers.

- Trains (classic, modern and sci-fi locomotives and coaches) are bogie-true. They have an interlocking, station stops and speed limits from curvature.

- Roller-coaster trains are energy-based, with lifts, brakes, stations and g-force readouts. Optional crash-test mannequin riders are ragdolls belted into their seats.

- Test-drive any track from the editor, with chase and onboard cameras.


Editor and runtime UI

- The Rail & Road Generator is available as an Editor window and a main-toolbar button, and has a runtime copy for play mode and desktop builds.

- The Track Editor is built with UI Toolkit and runs both in the Editor and in builds. It has a library with thumbnails, handles, snapping, undo/redo, JSON save/load, test drives and three themes.

- The runtime UI has no IMGUI. The same panels let your players build tracks in your game.


Performance and quality levels

- There are three quality levels: High, Balanced and Light. Light halves the track's LOD0 triangles, uses Simple Lit materials and turns decals off.

- Tracks use LOD0–LOD3 per chunk, simplified colliders, chunk culling and GPU-instanced details. Rebuilds run asynchronously and replace old chunks only after a defect scan.

- Measured in the Windows demo build at 1920 × 1080 (Ryzen 9 9950X3D, RTX 4090): 299–413 FPS average and 118–237 FPS 1 % low. Each whole demo scene includes terrain, 7,000–12,500 trees, grass and vehicles. GPU time is 0.9–1.4 ms, with fewer than 100 set-pass calls.

- A complete network of 17–54 pieces rebuilds in 0.3–1.4 s. An edit rebuilds only the changed pieces.


Samples and documentation

- Six scenes are included: Road Circuit; Railway Network, with a station, a tunnel and a bridge; Coaster Park, with three coasters and riders; Crossing and Overpass; Track Editor; Track Generator.

- The demo scenes have baked lighting, an HDR sky, forests and a camera tour.

- The documentation covers the full workflow and the scripting API: TrackNetwork, TrackEditSession, TrackCrossings and more.


Support

Questions and bug reports: Unity Discussions or cgteamorg@gmail.com. Please include your Unity version and, if you can, the track JSON (Track Network → Save JSON).

If Real Roads & Tracks helps your project, a rating on the Asset Store helps other developers find it. It is optional, and nothing depends on it.


Everything in the package was made for it. It contains no third-party content (see ThirdPartyNotices.md).


More tools from the publisher: https://assetstore.unity.com/publishers/20507