Structure

Project Scenes

  1. Demo : the main optimized demo scene of the project (read more about scene structure here).

  2. Demo source : same as Demo scene, but contains raw 3D models without optimization, also scene streaming objects are disabled, including static physics colliders.

  3. Traffic test scene : traffic test scene where all parameters can be tested with a set of most traffic situations.

  4. Props test scene : props test scene where the workability of entities can be tested.

  5. Traffic stress scene : stressed scene is extremely crowded with vehicles.

  6. Traffic stress scene mobile : mobile version of Traffic stress scene.

  7. Vehicle physics stress scene : stress scene for the thousands cars with Custom vehicle controller.

  8. Vehicle custom physics test scene : scene for testing various parameters of the Custom vehicle controller.

Scene Hierarchy

_images/sceneStructure.png
  1. Main scene.

  2. City debugger : contains all the debuggers for the city.

  3. Hub : contains the Entity Subscene Generator (read more on how to create it).

  4. City Settings Initializer : contains the General Settings of the DOTS city [moved to the Config tab].

  5. Main scene configs (read more about the config editing workflow).

  6. Pools : contains all the entity presets.

  7. Spawnpoint : spawnpoint of the player (assigned in the PlayerSpawner).

  8. Subscene (EntitySubScene) : subscene into which all of the entities are converted (generated by the Entity Subscene Generator).

  9. Subscene configs (read more about the config editing workflow).

  10. EntityRoadRoot : object root generated by the Entity Subscene Generator.

  11. Road : road parent (read more about the road editing workflow).

Scene Components

Road Parent

The root of all crossroads in the scene.

_images/RoadParent.png

How To Use

You read more here.

Settings

Connection waypoint offset : automatically adds a waypoint at each selected offset to the automatically created paths (if the value is greater than zero).
Connect segments : creates the automatically generated paths.
Reset segments : reset the automatically created paths.
Add crossroads : adds crossroad if missing.
Bake path data : bake road data.
Clear unattached paths : delete the paths that are not connected to any a TrafficNode.

Entity Subscene Generator

_images/HubInfo.png

Where To Find

  1. Create city base [if missing, optional step].

  2. Select Hub in the scene.

How To Use

You read more here.

Settings

Entity subscene save path : save path of subscene.
Entity subscene name : name of subscene.
Autosync configs : on/off auto-sync config on main scene & subscene.
Move tools : on/off moving of following tools: RoadSegmentPlacer.
Move lights : on/off moving of subscene.
Move props : on/off moving of props.
Move surface : on/off moving of the selected physics surface.
Copy physics shapes : on/off feature of physics shape cloning.

Config

Copy to subscene : subscene configs will be synchronised with the main scene.
Copy from subscene : main scene configs will be synchronised with the subscene.

Buttons

Generate : generates subscene.
Move back : move road from subscene to the main scene (can be useful for editing roads in the main scene due to Editor performance).

PhysicsShape Transfer Service

Current project use cases:

Note

The tool can only use one tool at a time, either an Entity Subscene Generator or a SubSceneChunk Creator.

Settings

_images/PhysicsShapeTransferService.png
Clean components : removes all components from the physics shape.
Clean childs : removes all childs from the physics shape.
Search type : searching shapes by layer or tag.
Proccesing type :

Preinit layer : enable pre-init cull state for physics objects.

New layer : assigns new layer for cloned shape.