Start with clean centerlines
An Editor V2 road remains an editable LineString. Buffer width, road surface, lanes, markings, junctions, and roadbed terrain are derived from that centerline. Do not draw road edges as separate road features unless they are genuinely separate roads.
Use the Select Tool to align connected centerlines at their intended intersection. Remove accidental duplicate segments and inspect tight bends. The road system can handle ordinary corners and crossings, but it cannot infer the author’s intent from overlapping duplicate geometry.
Apply the Buffer modifier
Select the Roads layer, a road category, or individual road lines. Open Modifiers -> Buffer and choose the radius in meters. The radius is half of the final road width: a 4 m radius produces an approximately 8 m road.
Buffer is persistent. The original LineString remains editable and the stored radius follows it when nodes move. Use category scope when primary and secondary roads need different widths.
Shape terrain with Roadbed
After buffering, choose Modifiers -> Roadbed on the buffered road target. Roadbed is a one-shot working-terrain operation. It samples a smoothed height profile along the line, shapes terrain beneath the road, and blends the shoulder into surrounding terrain.
Apply it after the centerline and width are credible. If you later move the road substantially, inspect the old and new corridor: moving the vector updates the road mesh, but a one-shot terrain result is already baked into working terrain.
Assign the road surface and markings
Open Collections -> Roads with the same buffered target. Choose the road collection and base surface, set Surface repeat so asphalt scale looks natural, choose the lane count, and configure the marking slots.
For N lanes, the editor exposes N + 1 longitudinal slots: left edge, the dividers between lanes, and right edge. Pick solid, dashed, or empty markings as needed. Apply stores one road assignment per feature; it does not replace the source centerline.
Road constructor meshes are part of Meshes visibility, not the ground Texture overlay. They remain the authoritative visual road result whether or not the Road tool is currently active.
Customize junctions
Activate the Road Tool and click a detected junction polygon. The polygon shows the actual computed junction footprint. Select approaches and lanes to assign crossings, stop lines, direction arrows, and road-sign markings, and use flip when a decal’s direction needs to reverse.
Surface priority decides which connected road style supplies the junction surface when styles differ. Reorder priority until the intended road wins. Decal slots are available independently of the project traffic side so unusual layouts can still be authored deliberately.
Crossings and stop lines reserve space near the junction mouth so longitudinal divider markings do not run through them. Pedestrian crossings also keep an inset from outer edge lines.
Road quality check
Inspect every complex junction top-down and from a low driving angle. Check that connected road mouths meet the junction without a height step, side lines end cleanly at the exposed junction boundary, lane markings do not fold at tight corners, and decals face traffic approaching the junction.
Also inspect road ends, very acute turns, close parallel roads, and slopes. Correct centerline geometry first, then recheck the assignment. Use ground Textures visibility to compare the source road texture separately; it must not cover the constructed road mesh.