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Play & Drive Mode

Play mode turns your static 3D street design into a live, moving scene: press Start and the scene comes alive — vehicles and pedestrians animate, and if you've added a driveable vehicle you can get behind the wheel and drive it through your own design with WASD or a gamepad.

It's built for design review and storytelling. You can walk (or drive) a stakeholder through a proposed street, show what traffic feels like at street level, and get an intuitive sense of a design that a top-down plan can't convey.

Beta feature

Play & Drive mode is available to use today. The driving simulation, timing, and camera work end to end; the surrounding UI and the set of "playable" features are still growing, so details may change between releases.

The Play lifecycle

Play mode is presentation-only. Nothing about a play session is written back to your scene — no positions, no simulation state, no markers persist — so:

  • anyone can Start it, even on a scene they can't edit (no edit permission required);
  • you can't break your design by playing it — Stop returns everything exactly as it was.

The controls are:

ControlWhat it does
StartBegin the play session — the simulation clock starts at zero and every play feature springs to life.
Pause / ResumeFreeze and un-freeze the simulation in place.
ResetRestart the current session from the top — actors jump back to their spawn points and the clock zeroes, without leaving play mode.
StopEnd the session and return to editing (or to the idle viewer, depending on where you started from).

Under the hood, everything is driven by a single deterministic simulation clock. Because features position their actors as a pure function of that clock, a play session looks the same every time and at the same moment on any machine. When the physics simulation is running, the clock advances one step per completed physics sub-step — so on a slow computer you get true, smooth slow-motion rather than a stuttering scene that falls behind.

What plays

Play mode is a shared stage that several features perform on, independently:

  • Driving simulation — drive a vehicle you've added (see below).
  • Street traffic — the vehicles and people you placed on a Managed Street animate along their lanes.
  • Traffic Replay — real anonymized sensor counts play back as animated street users.
  • Race mode — an optional finish gate, crash markers, and saved best times turn a drive into a time trial.

You'll only see the Start button when the scene actually contains something playable (a driveable vehicle, a managed street with traffic, or a replay layer). An empty scene has nothing to play, so the control stays hidden.

Drive mode

Drive mode lets you pilot a physically-simulated vehicle around your scene in real time. The car has real suspension, grip, and momentum — it leans into turns, mounts curbs (or can't, depending on the vehicle), and bumps into buildings.

Add a driveable vehicle

From Add Layer, pick one of the driveable vehicles:

VehicleFeel
Driveable TaxiA full-size sedan (~Camry-sized) with real-car physics. Mounts standard curbs with momentum and reaches real-world speeds.
Driveable Tuk-tukA small three-wheeler. Nimble; can mount curbs at speed.
Driveable Delivery RobotA small sidewalk bot (~Starship / Serve-sized) with a procedural body and bouncing antenna. Like the real thing, it can't climb standard 6-inch curbs.

Adding one drops the vehicle into your scene as its own layer. You can add a driveable vehicle to any scene — a Managed Street, a geospatial scene, or a bare street template.

Drive it

Press Start. The first time you do this in a session there's a brief pause while the physics engine loads, then you take control of the car.

InputAction
W / A / S / D or arrow keysAccelerate, steer, reverse
SpaceBrake
RReset the car to its spawn point
CCycle the camera: top-down → chase → first-person

A gamepad works too: right/left triggers for throttle and reverse, B to brake, left stick to steer, the right stick to orbit and zoom the chase camera, Y to reset, X to change camera, Start to pause, Back to stop.

Tune the vehicle

Two places let you change how the car behaves:

  • Properties panel (select the vehicle layer): pick a Vehicle Preset to swap the whole mesh + physics package in one click, or hand-tune Engine Force, Brake Force, and Steer Angle. These settings save with the scene.
  • Drive controls panel (top-right, appears while driving): the same three sliders, live — drag them mid-drive and feel the change immediately. It also shows a Wall / Sim clock readout so you can see the deterministic sim time next to real elapsed time.

Race mode

Add a race finish gate and drive mode becomes a time trial:

  • your run is timed on the simulation clock;
  • every collision drops a crash marker at the point of impact and adds a 1-second penalty;
  • crossing the gate records your time, and your best time per course is saved locally so you can try to beat it.

Crash markers and best-time state are session-only in the scene (markers are stripped on Stop/Reset) — nothing pollutes your saved design.

Tips

  • Match your street to reality. Vehicle speed and how a drive feels depend on your street's real dimensions — set segment widths and lengths to the true values for a believable result.
  • Curbs matter. If you're studying whether a delivery robot or a car can access a space, the preset you choose reflects real curb-climbing ability — the delivery robot deliberately can't mount a standard curb.
  • It's a presentation, not a save. Play mode is the right tool for a live demo or a screen recording; use the viewer's video export to capture a drive-through for a case study.