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About Traffic Engine - Core
Traffic Engine - Core is the free shared runtime layer that powers the Traffic Engine suite. It is a required dependency for Traffic Engine - Vehicle and is designed to be consumed by any plugin built on top of Traffic Engine infrastructure.
LaneGraph ECS Integration
Bridges LaneGraph runtime data into Burst-accessible ECS blob assets at initialization. Lane spline geometry, connection topology, lane tags, intersection flags, and live traffic signal states are all available to simulation jobs with zero managed overhead. Geometry and state blobs are kept separate so high-frequency signal updates never trigger a full geometry rebuild.
Four-Tier LOD System
Classifies all LOD-eligible entities each frame based on camera distance, frustum visibility, per-entity importance bias, and optional forced overrides. The four tiers — High, Medium, Low, and Culled — are represented as enableable tag components, keeping archetype changes minimal. A global bias multiplier lets you tune aggressiveness at runtime without touching individual entities.
Public API
TrafficEngineLaneGraphAPI covers lane metadata, connection queries, live signal state, and nearest-lane spatial search. TrafficEngineLODAPI covers camera assignment, distance thresholds, frustum culling, global bias, and per-entity level overrides. Both are designed to be called from MonoBehaviours and event-driven code without boilerplate.
LaneGraph ECS Integration
Bridges LaneGraph runtime data into Burst-accessible ECS blob assets at initialization. Lane spline geometry, connection topology, lane tags, intersection flags, and live traffic signal states are all available to simulation jobs with zero managed overhead. Geometry and state blobs are kept separate so high-frequency signal updates never trigger a full geometry rebuild.
Four-Tier LOD System
Classifies all LOD-eligible entities each frame based on camera distance, frustum visibility, per-entity importance bias, and optional forced overrides. The four tiers — High, Medium, Low, and Culled — are represented as enableable tag components, keeping archetype changes minimal. A global bias multiplier lets you tune aggressiveness at runtime without touching individual entities.
Public API
TrafficEngineLaneGraphAPI covers lane metadata, connection queries, live signal state, and nearest-lane spatial search. TrafficEngineLODAPI covers camera assignment, distance thresholds, frustum culling, global bias, and per-entity level overrides. Both are designed to be called from MonoBehaviours and event-driven code without boilerplate.
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