Structure
Project Scenes
Demo : the main optimized demo scene of the project (read more about scene structure here).
Demo source : same as Demo scene, but contains raw 3D models without optimization, also scene streaming objects are disabled, including static physics colliders.
Traffic test scene : traffic test scene where all parameters can be tested with a set of most traffic situations.
Props test scene : props test scene where the workability of entities can be tested.
Traffic stress scene : stressed scene is extremely crowded with vehicles.
Traffic stress scene mobile : mobile version of Traffic stress scene.
Vehicle physics stress scene : stress scene for the thousands cars with Custom vehicle controller.
Vehicle custom physics test scene : scene for testing various parameters of the Custom vehicle controller.
Scene Hierarchy
Main scene.
City debugger : contains all the debuggers for the city.
Hub : contains the Entity Subscene Generator (read more on how to create it).
City Settings Initializer : contains the General Settings of the DOTS city [moved to the Config tab].
Main scene configs (read more about the config editing workflow).
Pools : contains all the entity presets.
Spawnpoint : spawnpoint of the player (assigned in the PlayerSpawner).
Subscene (EntitySubScene) : subscene into which all of the entities are converted (generated by the Entity Subscene Generator).
Subscene configs (read more about the config editing workflow).
EntityRoadRoot : object root generated by the Entity Subscene Generator.
Road : road parent (read more about the road editing workflow).
Scene Components
Road Parent
The root of all crossroads in the scene.
How To Use
You read more here.
Settings
Entity Subscene Generator
Where To Find
How To Use
You read more here.
Settings
Config
PhysicsShape Transfer Service
Tool for cloning physical shapes from the main scene to the subscene.
There is also a tool exists to maintain both the default physical world and the DOTS physical world at the same time, so that default colliders and DOTS colliders exist at the same time if you need to use default colliders in MonoBehaviour classes.
- Current project use cases:
Keep default colliders to work with Legacy ragdoll or with Hybrid Mono player car.
Cloning of physical shapes from the main scene to be split them into subscene pieces by using SubSceneChunk Creator or cloned into the main subscene by using Entity Subscene Generator.
Note
The tool can only use one tool at a time, either an Entity Subscene Generator or a SubSceneChunk Creator.
Settings
- Proccesing type :
Stay previous : cloning found PhysicsShape or Collider to subscene, useful to keep default collider and Unity.Physics collider running at the same time.
Disable collider : cloning found PhysicsShape or Collider to subscene and disable it.
Preinit layer : enable pre-init cull state for physics objects.