A Godot plugin for creating 3D highways/streets and lane-following traffic
GDScript
1,231
1,030 commits
updated Oct 12, 2026
A Godot plugin for creating flexible 3D highways and streets with traffic support
⚠️ This project is not feature complete yet!
See upcoming milestones.
| Branch | Plugin version | Godot Support |
|---|---|---|
| main | Current release | 4.4+ |
| dev | Latest/Upcoming | 4.4+ |
| godot4.3 | 0.9.0 | 4.3+ |
| godot3 | 0.6.0 | 3.5-3.6 |
The main branch always matches the current release, which is why main may look inactive. All new development occurs in the dev targeting the Godot version listed above. When a release is ready, the dev branch is merged into main.
Install by going to releases and downloaded the latest release, or get it from the Godot Asset Store. Copy at least the addons/road-generator subfolder into your project, and optionally the demo_roads folder.
To get started, follow the Getting Started tutorial here. View demo usage by opening the road_demos/demo_menu.tscn scene, and navigating to any of the connected demo scenes - the "Museum" scene being a good starting place.
Finally, check out the wiki pages for more detailed usage.
Without this plugin, Godot users have a few ways to create roads:
In addition to each point above, each scenario requires you to design your own AI traffic system to follow your roads. Furthermore, even when comparing to road generators for other game engines, they lack features to create fine tuned lane shapes such as dynamic lane changes and settings based on discrete cross-sections. They also tend to focus on editor creation and lack functionality necessary for in-game, procedural use cases.
| Feature | Demo |
|---|---|
| Cross-section based geometry. The many settings of RoadPoint's smoothly interpolate from one point to the next. Lane-control gizmo adjusts lane count, per RoadPoint or (holding shift) per entire RoadContainer. | ![]() |
| RoadContainer scene organization. Group sibling RoadPoints, and snap together with other RoadContainers. Save a RoadContainer to a scene for reuse. | ![]() |
| RoadPoint inspector panel. Define lane width, shoulder, and more. Hold shift to affect all RoadPoints within same container. | ![]() |
| Click-to draw with collision snapping. Fine tune placement after using native 3D gizmo as needed. | ![]() |
| Procedural intersections. Dynamically connect RoadPoints to create RoadIntersections. Supports non-planar setups. (RoadLane/edge curve support coming soon) | ![]() |
| Prefab intersection RoadContainers. Snap together built-in four way, three way, and highway on/off ramps with ease. | ![]() |
| Terrain3D integration. Flatten terrain to meet the level of your roads with options for margins and falloff. Format extendable for other terrain generators too. | ![]() |
| Multi-material support. Separate surface and underside materials per RoadContainer. Source trim-sheet provided to guide creation of customized materials. | ![]() |
| Auto-generated AI paths. Enable for automatic RoadLane placement, or hand place in your scene. Use the RoadLaneAgent helper to help agents follow roads, handling transitions between segments. | ![]() |
| Decoration edge curves. Once enabled on a RoadContainer, add CSG path geometry or make your own scripts to instance assets along left, right, and center curves. | ![]() |
| Runtime-available functions for procedural use. Operations apply on single RoadSegments at a time to be performant. | ![]() |
| Export RoadContainers to gLTF/glb. Output sections of your road network to edit further in a 3D software, without exporting your whole scene. | ![]() |
| Support for custom-made meshes. Turn off "Create Geo", then drop in your own meshes + colliders. AI paths remain connected. | ![]() |
| GDScript-only (for now). No extra compiling or dependencies to worry about. | ![]() |
This addon is distributed under the MIT license.
It was developed by Moo-Ack! Productions as a part of the "Wheel Steal" game project. We poured a lot of effort, time, and money into making this an intuitive, highly functional addon - and we chose to give it away for free to the Godot community.
You can share you appreciation by:
Major contributions by bdog2112, antonkurkin, NoJoseJose, Picorims, and more here.
Logo designed by Kenney.
Want to include yours? Create an issue!
All development ideas are added as enhancement issues here. All prioritized issues are part of milestones defined here.
Contributions are welcomed! See the contributing guide for all the details on getting started. It's a good idea to join in the discord if you can, or at least start an issue conversation, before jumping head first into the code. Maintainers will help guide your approach and make sure no effort is wasted.
2,091 followers · starred Aug 2025
328 followers · starred Mar 2026
0 followers · starred Jun 2025
670 followers · starred Jan 2025
A Godot plugin for creating 3D highways/streets and lane-following traffic
GDScript
1,231
1,030 commits
updated Oct 12, 2026
A Godot plugin for creating flexible 3D highways and streets with traffic support
⚠️ This project is not feature complete yet!
See upcoming milestones.
| Branch | Plugin version | Godot Support |
|---|---|---|
| main | Current release | 4.4+ |
| dev | Latest/Upcoming | 4.4+ |
| godot4.3 | 0.9.0 | 4.3+ |
| godot3 | 0.6.0 | 3.5-3.6 |
The main branch always matches the current release, which is why main may look inactive. All new development occurs in the dev targeting the Godot version listed above. When a release is ready, the dev branch is merged into main.
Install by going to releases and downloaded the latest release, or get it from the Godot Asset Store. Copy at least the addons/road-generator subfolder into your project, and optionally the demo_roads folder.
To get started, follow the Getting Started tutorial here. View demo usage by opening the road_demos/demo_menu.tscn scene, and navigating to any of the connected demo scenes - the "Museum" scene being a good starting place.
Finally, check out the wiki pages for more detailed usage.
Without this plugin, Godot users have a few ways to create roads:
In addition to each point above, each scenario requires you to design your own AI traffic system to follow your roads. Furthermore, even when comparing to road generators for other game engines, they lack features to create fine tuned lane shapes such as dynamic lane changes and settings based on discrete cross-sections. They also tend to focus on editor creation and lack functionality necessary for in-game, procedural use cases.
| Feature | Demo |
|---|---|
| Cross-section based geometry. The many settings of RoadPoint's smoothly interpolate from one point to the next. Lane-control gizmo adjusts lane count, per RoadPoint or (holding shift) per entire RoadContainer. | ![]() |
| RoadContainer scene organization. Group sibling RoadPoints, and snap together with other RoadContainers. Save a RoadContainer to a scene for reuse. | ![]() |
| RoadPoint inspector panel. Define lane width, shoulder, and more. Hold shift to affect all RoadPoints within same container. | ![]() |
| Click-to draw with collision snapping. Fine tune placement after using native 3D gizmo as needed. | ![]() |
| Procedural intersections. Dynamically connect RoadPoints to create RoadIntersections. Supports non-planar setups. (RoadLane/edge curve support coming soon) | ![]() |
| Prefab intersection RoadContainers. Snap together built-in four way, three way, and highway on/off ramps with ease. | ![]() |
| Terrain3D integration. Flatten terrain to meet the level of your roads with options for margins and falloff. Format extendable for other terrain generators too. | ![]() |
| Multi-material support. Separate surface and underside materials per RoadContainer. Source trim-sheet provided to guide creation of customized materials. | ![]() |
| Auto-generated AI paths. Enable for automatic RoadLane placement, or hand place in your scene. Use the RoadLaneAgent helper to help agents follow roads, handling transitions between segments. | ![]() |
| Decoration edge curves. Once enabled on a RoadContainer, add CSG path geometry or make your own scripts to instance assets along left, right, and center curves. | ![]() |
| Runtime-available functions for procedural use. Operations apply on single RoadSegments at a time to be performant. | ![]() |
| Export RoadContainers to gLTF/glb. Output sections of your road network to edit further in a 3D software, without exporting your whole scene. | ![]() |
| Support for custom-made meshes. Turn off "Create Geo", then drop in your own meshes + colliders. AI paths remain connected. | ![]() |
| GDScript-only (for now). No extra compiling or dependencies to worry about. | ![]() |
This addon is distributed under the MIT license.
It was developed by Moo-Ack! Productions as a part of the "Wheel Steal" game project. We poured a lot of effort, time, and money into making this an intuitive, highly functional addon - and we chose to give it away for free to the Godot community.
You can share you appreciation by:
Major contributions by bdog2112, antonkurkin, NoJoseJose, Picorims, and more here.
Logo designed by Kenney.
Want to include yours? Create an issue!
All development ideas are added as enhancement issues here. All prioritized issues are part of milestones defined here.
Contributions are welcomed! See the contributing guide for all the details on getting started. It's a good idea to join in the discord if you can, or at least start an issue conversation, before jumping head first into the code. Maintainers will help guide your approach and make sure no effort is wasted.
2,091 followers · starred Aug 2025
328 followers · starred Mar 2026
0 followers · starred Jun 2025
670 followers · starred Jan 2025