Road Tile
A tileable road piece for a city grid: straight, corner, T-junction, crossroads, zebra crosswalk or dead-end, with 2 or 4 lanes, curbed sidewalks or grass verges and painted lines. 2-lane pieces are exactly 10 x 10 m (7 m road, 1.5 m sidewalks), 4-lane pieces 20 x 20 m (14 m road, 3 m sidewalks), so they fill one or four 10 m grid cells. The road meets each open edge centred, so pieces snap edge to edge; rotate in 90 degree steps. userData.tile lists the open edges (N = -Z, E = +X, S = +Z, W = -X).
- Size
- 10.0 × 0.27 × 10.0 m
- Triangles
- 486
- Kit
- City Street
Tune it
4 knobs: Piece, Lanes, Sidewalk, Lines.
Specs
- Size
- 10.0 × 0.27 × 10.0 m width × height × depth
- Triangles
- 486 of 6,000
- Draw calls
- 1 one vertex-colour material
- Knobs
- 4 3 presets
- Night lights
- 0 none
Passed the validator: real scale, rests on y = 0, front faces +Z, deterministic.
Use it
Code for the specimen as it is set up above; it follows your knobs.
import { createAsset } from 'https://gaitkit.com/cdn/road-tile.mjs';
const roadTile = createAsset();
scene.add(roadTile); // rests on y = 0, front faces +Zimport { useMemo } from 'react';
import { createAsset } from 'https://gaitkit.com/cdn/road-tile.mjs';
export function RoadTile() {
const model = useMemo(() => createAsset(), []);
return <primitive object={model} />;
}# Import road-tile.glb (download below). It is a static mesh, one material per colour.
add_child(preload("res://road-tile.glb").instantiate())// Import road-tile.glb with glTFast (com.unity.cloud.gltfast).
// Drop it in the scene: 1 unit = 1 metre, +Z is its front.Use the gaitkit MCP server: get_variant({ "id": "road-tile", "want": "default look" })
then place the result.
# MCP endpoint
https://gaitkit.com/mcpKnobs
| Knob | Type | Values | Default | What it does |
|---|---|---|---|---|
piece | choice | straight corner t-junction crossroads crosswalk dead-end | crossroads | straight (runs N-S), corner (bend joining S and E), t-junction (E-W through road with a side road to S), crossroads (all four edges), crosswalk (straight with a zebra crossing and tactile paving), dead-end (road from S ending in a round turning bulb). |
lanes | choice | 2 4 | 2 | 2 lanes of 3.5 m on a 10 m tile, or 4 lanes of 3.5 m on a 20 m tile (a 2 x 2 block of grid cells). Do not mix them on one edge. |
sidewalk | toggle | on / off | true | Raised paved sidewalks with a 15 cm concrete curb. Off gives low grass verges at road level (suburban or rural edge) and white edge lines. |
lines | choice | dashed double yellow none | dashed | Road markings: dashed (white dashed centre line, European style), double yellow (solid double yellow centre, American style), none (unmarked lane). Lane dividers on 4 lanes are dashed white; junction arms get stop lines. |
Presets: downtown crossing {"piece":"crosswalk","lanes":4,"lines":"double yellow"} · country bend {"piece":"corner","sidewalk":false,"lines":"dashed"} · cul-de-sac {"piece":"dead-end","lines":"none"}
Files
| File | What |
|---|---|
| road-tile.glb | GLB, default look · 38 KB |
| road-tile.mjs | ES module, every knob live |
| road-tile.obj | OBJ, static, no colour |
| road-tile-params.json | knob schema, presets, night zones |
Licence
Use it in games, apps, renders and client work, commercially and without credit. Do not resell it as an asset or train a 3D generator on it. The full licence.