Current sales News My Tracked Assets Login
DOTS Traffic City preview
Unity

DOTS Traffic City

By 604Spirit

$120

Rated 5.0/5 from 21 ratings on Unity.

Price history

Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.

Lowest recorded standalone price in this history: $60. The latest store price is $120.

Recorded prices for DOTS Traffic City 6 price observations from Jun 17, 2026 to Oct 31, 2026. Lowest recorded price $60. Exact dates and prices are listed below. $0.00 $60.00 $120.00 Jun 17, 2026: $60. Unity Discount 2026-06-17 2026-06-24 Jun 19, 2026: $120. Unity First Price 2026-06-19 2026-06-26 Jun 24, 2026: $60. Unity Discount 2026-06-24 2026-07-01 Jul 1, 2026: $60. Unity Discount 2026-07-01 2026-07-08 Jul 8, 2026: $60. Unity Discount 2026-07-08 2026-07-15 Oct 31, 2026: $120. Latest store price Jun 17, 2026 Oct 31, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 6 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$120Latest store price
$60Unity Discount 2026-07-08 2026-07-15
$60Unity Discount 2026-07-01 2026-07-08
$60Unity Discount 2026-06-24 2026-07-01
$120Unity First Price 2026-06-19 2026-06-26
$60Unity Discount 2026-06-17 2026-06-24

Sale and bundle history

The 5 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About DOTS Traffic City

  • Tools, Systems & Learning > Game Templates & Systems
  • Tools, Systems & Learning > Development Tools & Automation
  • Tools, Systems & Learning > Level & World Building
  • Theme > Buildings & Infrastructure
  • Theme > Modern
DOTS Traffic City is a powerful tool for creating city traffic - Design it from the ground up or customise any existing asset pack to fit your vision!

It uses the extremely powerful DOTS Entities package to simulate thousands of vehicles and pedestrians with unbelievable performance!

- Mobile friendly: Simulate thousands of interacting vehicles and pedestrians, even on mobile devices.
- Performance: Experience the performance firsthand in our various platform-specific demo projects or just check out the final screenshots to see the results.
- Rapid integration: Integrate any city asset pack in a heartbeat with our convenient templates and tools.
- Simulation: Simulate thousands of entities without relying on physics or raycasting (although physics simulation is also available).
- Editor: Many flexible tools to bring life to the city of your dreams.
- Demo: GTA-like sample scene included!
- Sound: Integration of the FMOD sound engine into bursted jobs (built-in unity audio engine supported from v1.1.0).
- Documentation: All components of DOTS Traffic City are linked to online documentation.
- Source code: All code included.
- Pre-made templates: Use pre-built road templates to integrate some of your favourite cities (POLYGON City, City Pack, Toon City) with just one click.
- Vehicle controller: DOTS physics vehicle controller included! You can also use Edy's, RCC or NWH & other custom vehicle controllers for both player or traffic.
- Monobehaviour support: Not familiar with DOTS? No problem, from version v1.1.0 the project is fully compatible with Monobehaviour scripts in hybrid mono mode (check out the new Hybrid Mono sample scene).
- Modular architecture: Allows you to integrate the project into your existing game without hassles.
- Networking: A new demo scene showcases a pure DOTS network solution based on Netcode for Entities. Mono traffic supports FishNet integration out of the box, with support for other Mono networking solutions coming in future updates.
- Runtime Road API: New demo scenes show how to create a city builder based on tiles or custom splines (runtime splines can be used with Road Constructor).
- Train support: You can either use a built-in solution or flexibly integrate a third-party controller for the train.
- Floating Origin: Built-in Floating Origin system for DOTS & Mono with seamless hybrid synchronization for jitter-free massive maps. (new)
- A* navigation: Set to follow a car or pedestrian to a given node using the built-in A* pathing or A* pathfinding project.
- 3rd-party: EasyRoads3D, Road Constructor for editor & runtime, CityGen3D, MicroVerse Roads, Rukhanka Animation System pure & hybrid mono entities, Fantastic City Generator for editor & runtime, Agents Navigation, Animatron. (new), Aron’s A* pathfinding project. (point graph for traffic & pedestrian node navigation)

Key features:
Traffic:
- Physics: Vehicles can use either Simple physics, Custom physics (custom physics controller included), Hybrid mono physics (Any monobehaviour controller can be integrated into the traffic), or No physics.
- Trailers: Support for vehicles with trailers (supported for both DOTS Entities and Hybrid Mono).
- Motorcycles & 3-Wheelers: Support for two-wheeled bikes and three-wheeled vehicles (supported for Hybrid Mono mode only).
- Parking: Customizable parking lines and parking areas.
- Speed control: Automatic vehicle speed control depending on lane speed limit, traffic lights and other traffic.
- Lane changing: Automatic vehicle lane changing based on traffic congestion or road type.
- Traffic groups: Restrict lanes to certain traffic group types.
- Public transport: Vehicles that can either only move on predefined roads (such as trams or cable cars) or randomly throughout the city and can pick up pedestrians at stations and stops.
- Fast creation: Quick and easy tool for adding any vehicle into the city.
- Avoidance: Vehicle-to-vehicle collision prevention and bypassing of player or custom obstacles.
- Driving styles: There are different types of driving styles on the road: considerate, passive, and aggressive. (new)
- Priority: Vehicles pass through the intersections according to road priority.
- Antistuck: An Antistuck system that destroys the entity if it gets stuck for a while and isn't visible in the player's camera.
- Traffic Jams: Cars won't enter crossroads if they can't get through in order to avoid causing traffic jams.
- Custom Path: Set to follow a car to a given node using the A* pathing.
- Left-hand traffic: Starting with version 1.1.0, driving on the left is available.
- Culling: Vehicles only spawn around the player.
- Combined physics: Limit physics to only the vehicles closest to the player in order to improve performance.
- LODs: LOD system for the vehicles depending on the distance to the camera.
- Tests: A handy traffic test scene where most traffic situations can be tested with all available parameters.
- Damage: Health & damage system example included.

Pedestrians:
- Rig type: Legacy pedestrian (Hybrid entities using the Unity Mechanim Animator), Pure GPU (Pure entities that are animated by the GPU), Hybrid and GPU (Mix Hybrid Animator models for near and GPU animation for far), Hybrid On Request And GPU (By default, the entity is animated by the GPU until a Hybrid skin is requested), Hybrid Shape GPU (Hybrid entity animated on GPU in DOTS & has hybrid monobehaviour collider), Rukhanka (Pure entities animated with Rukhanka Animation System in DOTS), Rukhanka Hybrid (Hybrid entities animated with Rukhanka Animation System with hybrid monobehaviour collider & rigidbody), Animatron (Pure entities animated with Animatron in DOTS), Animatron Hybrid (Hybrid entities animated with Animatron with hybrid monobehaviour collider & rigidbody).
- Simulation type: Physics (All pedestrians have a physics collider), No physics (Pedestrians don't have physics colliders, all interactions and collisions are calculated by custom jobs).
- Behaviour: Multiple pedestrian behaviours such as idle, walking, running, talking and sitting.
- Custom / External Control: Pedestrians can be temporarily disabled from the simulation system to be fully controlled by custom user scripts.
- Runtime Custom NPCs: Seamlessly integrate user-spawned GameObjects/NPCs with full control toggling between custom scripts and DOTS simulation.
- Navigation: Local avoidance (Simple lightweight method for avoiding vehicles), Simple NavMesh (Basic Unity NavMesh API pathfinding through poly-nodes), Crowd avoidance (Lightweight predictive steering and OBB vehicle bypassing with smart contour sliding and static obstacle detection for high-density crowd simulation [beta]), Crowd avoidance NavMesh (Hybrid avoidance combining OBB logic with NavMesh boundary raycasts, edge sliding, and ground Y-height snapping [beta]), Agents Navigation (3rd party navigation package for high quality pedestrian crowd simulation).
- Node Filtering: Restrict pedestrian spawning and node navigation to specific group types.
- Culling: Pedestrians will only spawn around the player.
- Culling state: Only pedestrians in the player's line of sight are fully active.
- Ragdoll: Ragdolling is currently only supported with default colliders (or with Rukhanka in DOTS).
- Custom Path: Set to follow a pedestrian to a given node using the A* pathing.
- Event triggering: Event impact on pedestrians by area.
- Tests: Pedestrian test scene where the workability of entities can be tested.

City:
- Traffic road: Multiple road templates and custom road customization tools.
- Road API: Generate road segments from raw data or unity splines.
- Streaming: Create infinite cities by dividing 3D assets and road entities into chunks for streaming at runtime.
- Culling: All entities in the city change their behaviour depending on the culling state (including traffic and pedestrians).
- Physics culling: Only the physics objects close to the player are involved in the physics evaluation.
- Traffic light: Quick and easy creation of traffic lights.
- Debug: Convenient visualisation of data on scene.

Tools:
- Road segment creator: A Tool containing the 10 most commonly used road templates, allowing you to quickly and easily set waypoints and route settings of any complexity.
- Auto-crossroad generation: New option to create crossroads with a single click.
- Parking builder: A tool for creating parking lines or parking areas of any complexity.
- Pedestrian node creator: A Tool for quickly creating routes for pedestrians.
- Car prefab creator: A Tool that quickly converts 3D models of vehicles to traffic entities in just a few clicks.
- Global traffic light settings: A tool to connect traffic lights and traffic nodes, pedestrian nodes, crossroads, and visually display the timings of each traffic light on the scene.
- Animation baker: Tool for quickly creating GPU instanced animations for pedestrians.
- SubScene chunk creator: A Tool for dividing the 3D assets of a scene into chunks to load them at runtime (pure DOTS only).

Demo Scenes (22 total+):
- Demo & Hybrid: GTA-like sample scenes running in pure DOTS or Hybrid Mono mode.
- Traffic Demo: A large-map sample scene dedicated exclusively to traffic simulation.
- Runtime Generation: Scenes showing tile/spline city building, custom road creation from raw data, and runtime chunk/road loading.
- Integration Demos: Examples for 3rd-party train integration and custom setups.
- Stress Test Scenes: Dedicated benchmark scenes for testing limits with thousands of vehicles, pedestrians, animations, and vehicle physics.

Unity price last checked .

Prices and availability may change.