Hi, yes it does work with EasyRoads3D, this article may help you.
EasyRoads is pretty awesome and a mature asset. “Side Objects” in Easy Roads are, on a basic level, used for things like fences, telephone poles, etc along roads. “Side Objects” can also be used for things like waypoints for NPC’s, NPC spawners, and really any dynamic game objects can be made a side object for the system.
This is just a general idea of how it works ( with any asset in general that is a game object that is on or along a road. Vehicle waypoints on the road too can be used this way. Extremely powerful system and highly recommended.
[1.1.0g] - 19-09-2024
Fixed
- Crossroad jam obstacle fix.
- Fixed sound pooling when vehicle is destroyed.
- Fixed lane change potential obstacle stuck when multiple cars are changing to the same lane.
- Fixed avoidance of mono cars when trying to change lanes.
- Fixed custom traffic light for specific path.
- Fixed initial HDRP installation conflict with Cinemachine v3 package.
[1.1.0f] - 10-09-2024
Changed
- Improved NPC obstacle detection.
Fixed
- TrafficNpcCalculateObstacleSystem debug race condition fixed.
- Anti-roll fix for Arcade Vehicle Controller.
- Fixed warning messages.
- Fixed potential config sync failure in some cases.
- Fixed missing reference in the PolygonCity.
- Fixed EasyRoads3D exception when crossing has 1 connecting road.
[1.1.0e] - 16-08-2024
Added
- Auto-crosswalk connection in the Road Parent.
- Auto-connection distance in the Road Parent.
- Added new road warning messages.
- New Agents Navigation config.
- New agent hybrid component for the Player.
Fixed
- Fixed move handle for moving two or more road segments.
- Crowd sound system dependency fix.
- Fixed Ragdoll not being pooled.
[1.1.0d] - 12-08-2024
Added
- Interpolation of the car view for culled mono physics cars.
- New collision stuck avoidance system for Hybrid mono cars.
Fixed
- Agents Navigation integration editor error fix.
- Minor player arcade car prefab fix.
- Traffic node viewer fix.
Changed
- Improved transition between physics & no physics arcade cars.
[1.1.0c] - 09-08-2024
Added
- New auto-sync config option between MainScene & Subscene.
- Traffic node gizmos settings.
- New pure city stress scene.
Fixed
- Minor script fix for Unity 2023.2.
- Fixed potential config corruption for builds.
- Fixed stress scene demo exit error.
- Arcade vehicle controller wheel position fix.
Changed
- Minimum Unity version 2022.3.21.
- Improved arcade sample cars.
[1.2.0] - 28-10-2024
Added
- Runtime graph creation.
- Added new RuntimeTile Demo scene.
- Traffic light API to get traffic light state from monobehaviour script.
- Added option to manually handle traffic light state.
- New train system.
- Custom train system support.
- Custom train demo scene.
- Added the ability to split external traffic routes into smaller ones to better balance spawning.
- Added custom settings for pedestrian nodes for selected routes.
- Added the ability to split pedestrian routes into smaller ones to better balance spawning.
- New TriggerLight type for TrafficNode, which triggers selected traffic light when traffic car enters this node.
- The Traffic Road Debugger can be used at runtime to manually spawn vehicles in custom scenarios.
- Added saving of Road Segment Creator settings so that a new road segment is created using the previously saved settings.
- Added a handy duplicate feature for existing connected Road Segment Creator to create clean duplicates without existing connected paths.
- Added a sample custom player to interact with the custom car & pedestrian.
- Added one-way roads for pedestrian nodes.
- Added manual sync button for all configs.
Fixed
- Fixed car creation offset for car parts when the car parts are not the parent of the car body.
- Fixed wheel detection during car creation in some cases.
- Fixed adding trigger area tag to non-pedestrian entities.
- Fixed Auto-crossroad generation when the custom segment contains one-way paths.
- Fixed Path creator detects wrong connection sides in some cases.
- Fixed steering input can be incorrectly calculated in some cases.
Changed
- Now the road Graph is created at runtime when the scene starts.
- Cinemachine v3 used by default.
- Traffic light states for each traffic light handler are now stored in the dynamic buffer.
- Improved randomization of initial pedestrian spawn.
- Added traffic light debugging for paths with custom lights.
[1.2.1b] - 06-11-2024
Added
- Added support for lane changing on run-time roads.
- Added a helper button for traffic lights that have lost their reference to a traffic light crossroad.
- Added support for Odin Inspector.
Fixed
- Fixed intersection conversion for run-time road chunks.
[1.2.1c] - 08-11-2024
Fixed
- Fixed rare endless stuck traffic car when using raycast.
- Fixed collision system calculation.
- Fixed tile chunk prefab example.
Changed
- Added an option to change some general settings from the corresponding configs.
- Path creator can be used in the Prefab stage.
- Global Light Settings can be used in the Prefab stage.
- Road segment can be created in the Prefab stage.
[1.2.2] - 27-11-2024
Added
- Added new Hybrid On Request And GPU pedestrian type for manual control handling transition between Hybrid & GPU pedestrians.
- Added entity selection example script.
- Added Hybrid pedestrian support with rigidbody that is affected by gravity.
- Added mobile version of RuntimeTile Road demo.
- Node navigation example for traffic.
- Added ability to temporarily disable & enable traffic simulation in Runtime Road Manager.
- Added an API to get road entities in Runtime Road Manager using road scene objects.
Fixed
- Fixed potential incorrect init for mono trains.
- Fixed potential lane change when route is not on flat surface.
Changed
- Major refactoring of the system order & system registration to significantly reduce the number of sync points.
- Traffic Car will by default take the path with the fewest cars in RuntimeRoad mode.
- Runtime tile demo scene now has 3 traffic lights at each intersection.
- Removed Dummy skin.