Hello, I have been working on a new road system to keep everything manageable, fast, stable, flexible, intuitive and user friendly. For example, now you can also model and implement your own project specific crossing types and setup the editor functionality accordingly. This new system will support any type of road system such as city roads (full city engine is next), suburbs, highway systems, race tracks and also tracks for fx type of racing games including loopings, screwdrivers etc. I have the core code ready and as this will be the final v3 system I will be posting regular updates in this thread starting with the below video which quickly demonstrates the new workflow. [update] Beta Access: The beta is included as a separate unity package in the asset store download, No need to upgrade once v3 has replaced the current version. Please send a PM (Start Conversation) or contact us through our website for access to our website download link. [update 29-11-2016] beta 8.3, 1. perfect spline shape, 2, slight road randomness, 3 adjustable randomness per road segment [update 31-10-2016] Beta 8.2: More bridge options [update 22-04-2016] beta 7.7 - random and manual rotations on integrated side objects like guard rails / fences [update 05-08-2015] beta 6.7 - custom connection prefabs, more complex shapes like train rail tracks supported [update 09-03-2015] beta 6 - new side object features being used to add detailed cut out terrain close to the road and add walls for cliffs. [update 16-10-2015] Custom Connection prefabs - part 2 - support for non road related shapes [update 28-01-2015] Beta 5 - Side Objects, this video shows the new workflow in v3, creating a new side object using your own meshes, and other features [update 17-11-2014] Customizing road networks: this video shows how you can import your own road meshes and select where roads should connect. The prefabs are instantly integrated in the system and ready to use. Customizable intersections: This videos shows how you can customize the build-in crossing types.