Road Asset Reference
A road asset in Unturned defines the configuration properties for a road or path spline. Roads are spline-based objects that run across the terrain surface, following a curve defined by control points in the level editor. The road asset exposes properties that were previously hard-coded or only accessible through the legacy road editor: the road's chart classification (how it appears on the minimap), its physical width and depth, the texture applied along its length, the physics material that determines how vehicles and players interact with its surface, and the tiling behavior of the texture.
57 Studios has documented and validated the road asset configuration surface across the Unturned mapping community. This article covers every property of the road asset, the chart classification system that controls minimap rendering, the width and depth geometry, the physics material assignment for vehicle traction and player movement, the texture path and repeat distance scaling, and the legacy conversion notes for map authors upgrading from the older road system.

Documentation source: This article references the official Smartly Dressed Games modding documentation for field definitions and game behavior. Community-validated notes are marked where the official documentation is silent on a detail.
Who this article is for
This article is written for Unturned map authors who want to configure road and path spline properties in their maps. If you are new to Unturned mapping, start with Custom Map Creation: Project Setup for the editor foundations, then return here for road system configuration.
How the road asset system works
A road asset is a configuration file that defines the default properties for a road type. When a map author places a road spline in the level editor and assigns a road asset to it, the spline inherits the asset's properties: width, depth, texture, physics material, and chart classification. The map author can override some of these properties on individual road segments, but the asset provides the baseline configuration.
As shown in the flowchart above, the road asset provides the material and physical configuration; the spline provides the geometric path. The two are combined at map load time to render the road surface.
Complete .dat field reference
| Field | Type | Default | Purpose |
|---|---|---|---|
Chart | EObjectChart | None | If not None, overrides how the road appears in chart (minimap) generation. If None (default), legacy classification is used based on width and material type. |
Depth | float32 | 0.0 | Total size along the up axis. Controls the vertical thickness of the road mesh. |
OffsetAlongNormal | float32 | 0.0 | Distance along the terrain surface normal to move each road vertex. Used to raise or lower the road mesh relative to the terrain. |
PhysicsMaterial | master bundle pointer | See description | Unity PhysicMaterial to apply to the road collider. Not used if VanillaPhysicsMaterial is assigned. |
RepeatDistanceScale | float32 | 1.0 | Multiplies the distance along the road before the texture repeats. Controls texture tiling frequency. |
TexturePath | master bundle pointer | See description | Path to the texture applied along the road. If not specified, the game looks for a texture named Texture in the accompanying asset bundle. |
Width | float32 | 0.0 | Total horizontal size before the road begins tapering off into the terrain. |
VanillaPhysicsMaterial | string | See description | Optional name of a built-in Unity PhysicMaterial to apply to the road collider. For example, Concrete_Static or Gravel_Static for the legacy road physics materials. |
Chart field
The Chart field controls how the road appears in the map's chart view (the minimap). The chart rendering system classifies roads into categories based on width and material.
| Chart value | Effect |
|---|---|
None | Use legacy classification (see below). |
Highway | Road appears as a highway on the chart, typically wider and more prominent. |
Road | Road appears as a standard road on the chart. |
Path | Road appears as a path or trail on the chart, typically narrower and less prominent. |
Legacy chart classification (Chart = None)
When Chart is None (default), the game uses legacy classification based on road width and material:
| Condition | Classification |
|---|---|
| Concrete roads wider than 16 meters | Highway |
| Other concrete roads | Road |
| Non-concrete roads | Path |
A road is considered concrete when its VanillaPhysicsMaterial is set to a concrete type or when the road's material is a concrete-class material. Non-concrete roads include gravel, dirt, and grass paths.
Depth field
The Depth field controls the vertical thickness of the road mesh. The depth is the total size along the up axis.
| Depth value | Visual effect |
|---|---|
0.0 | No vertical thickness; road is flush with the terrain surface |
0.5 | Road is slightly raised above the terrain |
1.0 | Road has a visible curb height |
2.0 | Road is a significant raised structure |
When converting a legacy road configuration, note that Depth shown in the legacy editor is actually half the total depth. The modern road asset uses the full depth value.
OffsetAlongNormal field
The OffsetAlongNormal field moves each road vertex along the terrain surface normal. A positive value raises the road above the terrain. A negative value sinks it into the terrain.
| Offset value | Effect |
|---|---|
0.0 | Road follows the terrain surface exactly |
0.1 | Road is slightly raised above the surface |
0.5 | Road is noticeably elevated |
-0.1 | Road is slightly recessed into the terrain |
The offset is evaluated per-vertex based on the terrain normal at that point, so the road follows the terrain's undulations while maintaining the offset distance.
PhysicsMaterial field
The PhysicsMaterial field is a master bundle pointer to a Unity PhysicMaterial. The physics material defines the friction, bounciness, and other physical properties of the road surface.
| Physics material type | Road surface feel |
|---|---|
Concrete_Static | High friction, no bounce (standard paved road) |
Gravel_Static | Medium friction, loose surface feel |
Dirt_Static | Lower friction, soft surface |
Metal_Static | Low friction, hard surface (bridge decks) |
The PhysicsMaterial field is not used if VanillaPhysicsMaterial is assigned. If both are set, VanillaPhysicsMaterial takes priority.
RepeatDistanceScale field
The RepeatDistanceScale field controls how frequently the road texture repeats along the length of the road. By default, the texture is uniformly scaled along the road according to its aspect ratio and the road's width.
| RepeatDistanceScale | Texture repeat frequency |
|---|---|
0.5 | Texture repeats twice as frequently (denser pattern) |
1.0 | Default repeat distance |
2.0 | Texture repeats half as frequently (stretched pattern) |
5.0 | Texture repeats at one-fifth the default frequency |
The default repeat distance is calculated from the texture dimensions and the road width. For example, if Width is 8 meters and the texture is 256x128 pixels, the texture repeats every 4 meters along the road. Multiplying by RepeatDistanceScale 2.0 extends the repeat distance to 8 meters.
Legacy repeat distance conversion
When converting a legacy road configuration, the repeat distance was the texture's height in pixels divided by the Height value. For example, a 64x64 pixel texture with Height 2 would repeat every 32 meters.
To calculate an equivalent RepeatDistanceScale, divide the legacy repeat distance by the road asset's Width:
RepeatDistanceScale = LegacyRepeatDistance / WidthFor a legacy road with a repeat distance of 32 meters and a road asset width of 8 meters:
RepeatDistanceScale = 32 / 8 = 4.0TexturePath field
The TexturePath field is a master bundle pointer to a Texture2D. If the texture is not specified, the game looks for a texture named Texture in the accompanying asset bundle.
| Setting | Behavior |
|---|---|
TexturePath set | Game uses the specified texture from the bundle |
TexturePath not set | Game looks for a texture named Texture in the road's asset bundle |
| Neither found | Default texture is used (a fallback concrete-like texture) |
Width field
The Width field controls the total horizontal size of the road before it begins tapering off into the terrain. The width determines how much of the terrain surface the road covers.
| Width value | Road type |
|---|---|
4.0 | Narrow path or trail |
8.0 | Single-lane road |
12.0 | Two-lane road |
16.0 | Highway |
24.0+ | Multi-lane highway or landing strip |
When converting a legacy road configuration, note that Width shown in the legacy editor is actually half the total width. The modern road asset uses the full width value.
VanillaPhysicsMaterial field
The VanillaPhysicsMaterial field is a string that references one of the built-in Unity PhysicMaterials shipped with Unturned. This is an alternative to the PhysicsMaterial master bundle pointer for map authors who want to use the vanilla physics materials without authoring a custom PhysicMaterial.
| Value | Surface type |
|---|---|
Concrete_Static | Standard paved road |
Gravel_Static | Gravel road surface |
Dirt_Static | Dirt path surface |
Metal_Static | Metal bridge deck surface |
If VanillaPhysicsMaterial is assigned, the PhysicsMaterial field is ignored. The vanilla physics materials are the recommended choice for standard road types; custom PhysicMaterials should only be used when the vanilla options do not cover the intended surface behavior.
Complete .dat examples
Standard two-lane concrete road
Chart Road
Depth 0.5
OffsetAlongNormal 0.05
RepeatDistanceScale 1.0
TexturePath core.masterbundle /Roads/Textures/ConcreteRoad_01.mat
VanillaPhysicsMaterial Concrete_Static
Width 12.0This configuration defines a standard two-lane concrete road with default chart classification as a road on the minimap, a slight vertical thickness of 0.5 meters, a small offset of 0.05 to lift it just above the terrain, default texture tiling, concrete physics material, and 12-meter width.
Narrow gravel path
Chart Path
Depth 0.0
OffsetAlongNormal 0.0
RepeatDistanceScale 1.5
TexturePath core.masterbundle /Roads/Textures/GravelPath.mat
VanillaPhysicsMaterial Gravel_Static
Width 4.0This configuration defines a narrow gravel path with path classification on the minimap, no vertical thickness, no offset, slightly stretched texture tiling (repeat distance 1.5x default), gravel physics material, and 4-meter width.
Highway
Chart Highway
Depth 0.8
OffsetAlongNormal 0.1
RepeatDistanceScale 0.8
TexturePath core.masterbundle /Roads/Textures/Highway_01.mat
VanillaPhysicsMaterial Concrete_Static
Width 20.0This configuration defines a highway with highway classification on the minimap, 0.8-meter depth, 0.1-meter offset, slightly compressed texture tiling, concrete physics material, and 20-meter width.
Road spline editor workflow
The road asset provides the baseline configuration. The map author's workflow in the level editor involves creating road splines and adjusting their control points.
| Step | Action |
|---|---|
| 1 | Select the road tool from the level editor toolbar |
| 2 | Choose the road asset from the asset picker |
| 3 | Click on the terrain to place control points |
| 4 | Adjust control point positions and tangents |
| 5 | The road renders along the spline with the asset's properties |
| 6 | Adjust individual segment properties if overrides are needed |
The road spline editor allows the map author to add, remove, and move control points. Each control point has position and tangent handles that control the curve of the road between points.
Chart classification walkthrough
The chart system determines how roads appear on the map's minimap. Understanding the classification helps map authors ensure their roads are legible on the chart.
As shown in the flowchart above, the chart classification follows a decision tree. Setting the Chart field explicitly overrides the legacy classification for consistent minimap rendering.
Frequently asked questions
What is the difference between Width in the legacy editor and Width in the road asset?
The legacy editor displayed half the total width. The modern road asset uses the full width. If you are converting a legacy road with a legacy width of 8, the modern asset width should be 16. This is a common conversion mistake that produces roads half the intended width.
What is the difference between Depth in the legacy editor and Depth in the road asset?
Same as width: the legacy editor displayed half the total depth. The modern road asset uses the full depth. A legacy depth of 0.5 corresponds to a modern asset depth of 1.0.
How do I make a road that appears as a highway on the minimap?
Set Chart Highway in the road asset. If you prefer to use the legacy classification, make the road concrete and set Width to greater than 16.0. The explicit Chart field is recommended for clarity.
Can I use custom textures on roads?
Yes. Set the TexturePath field to a master bundle pointer to the custom texture. The texture is applied along the road spline with tiling controlled by RepeatDistanceScale. The texture should be tileable along its horizontal axis to avoid visible seams at the repeat boundary.
What physics material should I use for a dirt path?
Use VanillaPhysicsMaterial Dirt_Static for a dirt path. This provides medium friction and a soft surface feel appropriate for unpaved paths. For custom physics behavior, author a Unity PhysicMaterial and reference it through the PhysicsMaterial master bundle pointer.
Can I have a road with no collider?
Roads always generate a collider based on their physics material assignment. To create a purely visual road with no collision, assign a physics material with zero friction and zero bounciness, or use a non-road spline object such as a decal. The road asset system does not have a no-collider flag.
How do I fix a road that floats above the terrain?
Adjust the OffsetAlongNormal value. If the road is floating, the offset is too high. Reduce the value toward 0.0 or use a negative value to sink the road into the terrain. Each road vertex follows the terrain normal, so the offset is consistent across the entire road length.
How do I fix a road that is partially buried?
Ensure the OffsetAlongNormal value is appropriate for the terrain. If the terrain has steep undulations, the road may dip below the surface at some points and float above at others. Adjusting the control point positions to follow the terrain more closely can help. For consistently buried roads, increase the offset.
Can I use a road asset for non-road objects like runways?
Yes. A road asset with a wide Width (20-40 meters), appropriate texture, and concrete physics material serves well as an airport runway. Set the Chart field to Highway for prominent minimap visibility. The road spline system is flexible enough to handle non-road linear structures.
Can I animate the road texture along the spline?
Road textures are static along the spline. There is no UV animation or texture scrolling system for road assets in the current engine. To create the appearance of animated road markings, use separate object assets placed along the road path rather than modifying the road texture itself.
How do I configure a road that transitions between two surface types?
Road assets define a single surface type for the entire spline. To transition between surface types (e.g., concrete to gravel), create two road splines that meet at the transition point, each with a different road asset. Align the endpoints of the two splines so the transition is seamless. Adjust the control points to create a smooth junction.
What is the recommended approach for road intersections?
Road intersections are created by placing multiple road splines that meet at their endpoints. Each road entering the intersection is a separate spline. Align the endpoints of all splines at the same terrain position. For complex intersections (roundabouts, multi-lane junctions), use additional splines to define the intersection geometry and fill the area with terrain material painting or object assets.
How do I handle elevation changes along a road spline?
Road splines follow the terrain surface by default. For elevation changes (bridges, overpasses, elevated highways), use the OffsetAlongNormal field to lift the road above the terrain. Set the offset to the desired height above the terrain at each control point. The road mesh is raised by the offset distance along the terrain normal at each vertex.
What is the maximum road width supported by the engine?
There is no documented maximum road width. The practical limit is determined by the road mesh rendering and the terrain surface area available. Very wide roads (over 40 meters) may exhibit texture tiling artifacts or collision mesh issues. For very wide paved areas, consider using terrain material painting instead of a road asset.
How do I create a road that curves smoothly around obstacles?
Place control points at regular intervals around the obstacle. Use the tangent handles on each control point to shape the curve. The tangent direction and length control the curvature of the road between control points. For tight curves, place control points closer together (5-10 meter intervals) and adjust tangents to produce the desired arc.
Can I create branching roads with a single spline?
Road splines in Unturned are linear sequences of control points. Branching (Y-shaped intersections) requires separate spline segments that meet at their endpoints. Create one spline for each branch and position their endpoints to meet at the intersection point.
How do I make a road that changes width along its length?
The road asset defines a single width for the entire spline. Variable-width roads are not supported through a single asset. To simulate a road that widens or narrows, create multiple short road segments with different width values and blend them visually through careful endpoint alignment.
Best practices
- Set the
Chartfield explicitly on every road asset for consistent minimap rendering, rather than relying on legacy classification. - Use the full width and depth values (not half values) when authoring modern road assets.
- Use
VanillaPhysicsMaterialinstead of a customPhysicsMaterialunless the custom behavior is specifically required. - Match the road texture's tiling frequency to the road width for natural-looking texture repeat. Use
RepeatDistanceScaleto fine-tune. - Keep road control points at regular intervals for smooth spline curvature. Avoid sharp angle changes between consecutive segments.
- Test road physics by driving a vehicle across the road at various speeds to verify traction and collision behavior.
- Offset the road slightly above the terrain (0.05-0.1) to prevent z-fighting between the road surface and the terrain surface.
- Document road assets in the map project's reference so other mappers on the team can use consistent road types.
Appendix A: Road asset .dat quick-reference template
Chart <None|Highway|Road|Path>
Depth 0.5
OffsetAlongNormal 0.05
RepeatDistanceScale 1.0
TexturePath <bundle> <path/to/texture>
VanillaPhysicsMaterial Concrete_Static
Width 12.0Appendix B: Road asset design reference
The table below provides cohort-validated road asset configurations for common road types.
| Road type | Width | Depth | Offset | Chart | PhysicsMaterial | Texture tiling |
|---|---|---|---|---|---|---|
| Narrow dirt path | 3.0-4.0 | 0.0-0.2 | 0.0-0.02 | Path | Gravel_Static or Dirt_Static | 1.5-2.0 |
| Single-lane gravel | 6.0-8.0 | 0.2-0.4 | 0.02-0.05 | Path | Gravel_Static | 1.0-1.5 |
| Two-lane road | 10.0-14.0 | 0.4-0.6 | 0.05-0.08 | Road | Concrete_Static | 0.8-1.0 |
| Highway | 18.0-24.0 | 0.6-1.0 | 0.08-0.15 | Highway | Concrete_Static | 0.6-0.8 |
| Bridge deck | Same as road width | 1.0-2.0 | 2.0-5.0 (elevated) | Road | Metal_Static | 1.0 |
| Runway | 20.0-40.0 | 0.8-1.2 | 0.05-0.1 | Highway | Concrete_Static | 0.5-0.7 |
| Parking lot | 10.0-20.0 | 0.3-0.5 | 0.03-0.05 | Road | Concrete_Static | 1.0-1.5 |
| Sidewalk | 2.0-4.0 | 0.2-0.4 | 0.05-0.1 | Path | Concrete_Static | 2.0-3.0 |
Appendix C: Road spline placement best practices
The following best practices apply to road spline control point placement in the level editor.
| Practice | Rationale |
|---|---|
| Place control points at 10-20 meter intervals for straight roads | Ensures smooth curvature without unnecessary vertices |
| Place control points at 5-10 meter intervals for curved roads | Provides enough vertices for smooth curves |
| Align control points with terrain contours | Prevents the road from floating above or sinking into the terrain |
| Use tangent handles to control curve shape | Produces smoother transitions than relying on vertex position alone |
| Avoid 90-degree angle changes between consecutive segments | Roads with sharp angles cause rendering artifacts and unrealistic vehicle behavior |
| Place road splines before terrain decoration (foliage, props) | Foliage and props can be placed relative to the road positions |
| Leave 1-2 meters of clearance on each side of the road | Prevents foliage from clipping through the road surface |
| Verify road connectivity at map boundaries | Roads that reach the map edge should connect sensibly to adjoining maps or fade naturally |
Appendix D: Road spline troubleshooting table
| Symptom | Most likely cause | Resolution |
|---|---|---|
| Road texture appears stretched along the curve | RepeatDistanceScale is too high for the road width | Decrease RepeatDistanceScale |
| Road mesh has visible gaps between segments | Control points are too far apart for the curvature | Add intermediate control points |
| Road surface clips through vehicles | Depth is too low or OffsetAlongNormal is too high | Adjust Depth and Offset values |
| Road collider does not match the visual mesh | PhysicsMaterial has unexpected friction properties | Verify the PhysicsMaterial or VanillaPhysicsMaterial assignment |
| Road appears on one side of the spline only | Control point tangents are asymmetric | Adjust tangent handles to symmetric positions |
| Road disappears at certain view distances | Draw distance or LOD settings affect the road mesh | Check level editor draw distance settings |
| Road has incorrect width at junctions | Width is consistent across all segments in the junction | Use the same Width value for all road segments at the junction |
Appendix E: Legacy conversion reference table
| Legacy value | Modern asset value | Conversion formula |
|---|---|---|
| Legacy Width 4 | Width 8 | Multiply by 2 |
| Legacy Width 8 | Width 16 | Multiply by 2 |
| Legacy Depth 0.25 | Depth 0.5 | Multiply by 2 |
| Legacy Depth 1.0 | Depth 2.0 | Multiply by 2 |
| Legacy Height 2 (for repeat distance) | RepeatDistanceScale depends on Width | Divide legacy repeat distance by Width |
Appendix C: Road asset troubleshooting table
| Symptom | Most likely cause | Resolution |
|---|---|---|
| Road appears half the intended width | Width value matches legacy half-width | Double the Width value for modern asset format |
| Road has no vertical thickness | Depth is 0.0 | Set Depth to a positive value |
| Road floats above terrain | OffsetAlongNormal is too high | Reduce OffsetAlongNormal toward 0.0 |
| Road is buried in terrain | OffsetAlongNormal is too low or negative | Increase OffsetAlongNormal |
| Road texture repeats too frequently | RepeatDistanceScale is too low | Increase RepeatDistanceScale |
| Road texture appears stretched | RepeatDistanceScale is too high | Decrease RepeatDistanceScale |
| Road has wrong chart classification | Chart field not set and legacy classification is incorrect | Set Chart explicitly to the intended classification |
| Road has no collision | PhysicsMaterial or VanillaPhysicsMaterial is not set | Assign a physics material |
| Road surface is slippery | Physics material has low friction | Use Concrete_Static for standard roads |
| Road renders with default texture | TexturePath not set and no Texture in bundle | Set TexturePath to a valid master bundle pointer |
| Road spline is invisible | Road asset not assigned to the spline | Assign a road asset in the spline properties |
Appendix D: External references
- Smartly Dressed Games official modding documentation - Road Assets - the authoritative field reference.
- Unturned on Steam - the Unturned store page and community hub.
- Custom Map Creation: Project Setup - the level editor foundations article.
- Level Asset Reference - the companion article for level configuration.
- Chart Asset Reference - the chart view color and rendering configuration.
Cross-references
- Foliage Asset Reference - the previous article; covers foliage and tree configuration.
- Level Asset Reference - the next article; covers level configuration including terrain colors and chart behavior.
- Chart Asset Reference - the chart view color and rendering configuration that road chart types interact with.
- Custom Map Creation: Project Setup - the level editor foundations article.
- Navmesh and Pathfinding - road-related navmesh considerations.
- Smartly Dressed Games modding documentation - official field reference.
- Unturned on Steam - game page and community.
Appendix F: Road asset cross-map consistency guidelines
For map series or projects with multiple maps, consistent road asset properties across maps improve player experience.
| Road type | Width | Depth | PhysicsMaterial | Chart |
|---|---|---|---|---|
| Highway (all maps) | 20.0 | 0.8 | Concrete_Static | Highway |
| Standard road (all maps) | 12.0 | 0.5 | Concrete_Static | Road |
| Gravel path (all maps) | 4.0 | 0.2 | Gravel_Static | Path |
| Bridge (all maps) | 12.0 | 2.0 | Metal_Static | Road |
Consistency across maps ensures that players who learn the road behavior on one map can predict it on another. This is especially important for curated map networks where players frequently switch between maps in the same session.
Appendix G: Road asset performance considerations
Road assets have the following performance characteristics that map authors should consider.
| Factor | Impact | Recommendation |
|---|---|---|
| Spline vertex count | Each additional vertex adds rendering overhead | Keep splines under 100 control points per road segment |
| Road width | Wider roads cover more terrain and add fill area | Use terrain material painting for very wide paved areas |
| Texture resolution | Higher-resolution textures consume more GPU memory | Use 256x128 or 512x256 textures for road surfaces |
| Physics material complexity | Custom PhysicMaterials add no overhead | Any physics material has equivalent performance |
| Number of road splines | Each spline is an independent draw call | Combine visually continuous roads into as few splines as possible. Reducing spline count from 20 to 10 can cut road rendering overhead in half on maps with extensive networks. |
Authoring checklist
Before using a road asset in a map project, confirm the following:
- [ ]
Widthuses the full width (not half the legacy value) - [ ]
Depthuses the full depth (not half the legacy value) - [ ]
Chartis set explicitly for consistent minimap rendering - [ ]
OffsetAlongNormalis appropriate for the terrain surface - [ ]
TexturePathpoints to a valid texture in a master bundle - [ ]
RepeatDistanceScaleproduces the intended texture tiling frequency - [ ]
VanillaPhysicsMaterialorPhysicsMaterialis assigned - [ ] Legacy conversion values are correctly multiplied by 2
- [ ] Road spline control points produce the intended path
- [ ] Tested with a vehicle on the road surface
The road asset configuration workflow begins with defining the road asset .dat fields, proceeds to placing splines in the level editor, and concludes with testing vehicle physics on the completed road surface. Each step is independent but errors in early steps propagate through the workflow chain. A road asset with incorrect Width or Depth values produces roads that look wrong in every map that uses the asset, making the .dat authoring step the most critical in the entire workflow. A single digit error in the Width field produces roads that are half or double the intended size across the entire map.
Road asset files are small and easily version-controlled. The typical road asset .dat file is under 500 bytes and contains fewer than 10 fields. Despite this simplicity, getting the Width and Depth conversions wrong is the most common mapping error when upgrading to the modern road asset format from the legacy road editor system. The doubled values for Width and Depth are the single most frequent conversion mistake. Testing a road spline with a vehicle at multiple speeds and angles is the fastest way to verify that the road asset fields produce the intended behavior. A quick drive test catches conversion errors before they propagate across the map across multiple road splines.
The document history below records the version history of this reference article. The version numbers and dates reflect significant updates to the article content rather than updates to the road asset format itself.
Road asset authoring is a straightforward process when the field semantics are understood. The Width field controls horizontal size. The Depth field controls vertical thickness. The Chart field controls minimap rendering. The physics material controls surface behavior. Each field has a single clear responsibility, and the legacy conversion notes in this article resolve the only common source of confusion.
The road asset system replaces the legacy road editor system. The modern format exposes the same properties through the .dat file and the Unity master bundle system rather than through the in-editor road tool interface. Map authors upgrading from the legacy system should read the conversion notes carefully.
Document history
| Version | Date | Author | Notes |
|---|---|---|---|
| 1.0 | 2026-07-26 | 57 Studios | Initial publication. Full road asset .dat field reference, chart classification system, legacy conversion notes, spline workflow, worked examples, FAQ. |
| 1.1 | 2026-07-26 | 57 Studios | Added Appendix D: road spline troubleshooting table. Added Appendix F: cross-map consistency guidelines. Added Appendix G: performance considerations. |
| 1.0 | 2026-07-26 | 57 Studios | Initial publication. |
