RLS Studios
ProjectsPatreonCommunityDocsAbout
Join Patreon
BeamNG Modding Docs

Guides

Reference

Server CommandsGE UtilitiesGame Engine MainNavigation GraphScreenshot CaptureServerServer ConnectionSpawnpoint ManagerSimulation TimeVehicle SpawningSuspension Frequency Tester
Editor AI TestsEditor AI VisualizationEditor – Assembly Spline ToolAsset BrowserAsset DeduplicatorAsset Management ToolSFX Previewer (Audio Events List)Audio Ribbon EditorAutoSaveBarriers EditorBiome ToolBuilding EditorBulk RenameCamera BookmarksCamera TransformCamera Path EditorCEF HelperCo-Simulation Signal EditorCrawl Data EditorCreate Object ToolDataBlock EditorDecal EditorDecal Spline EditorDocumentation HelperDrag Race EditorDrift Data EditorDrive Path EditorDynamic Decals Tool (Vehicle Livery Creator)Engine Audio DebugExtensions DebugExtensions EditorFFI Pointer Leak TestFile DialogFlowgraph EditorForest EditorForest ViewEditor Gizmo HelperEditor Ground Model Debug HelperEditor Headless Editor TestEditor Icon OverviewEditor ImGui C DemoEditor InspectorEditor Layout ManagerEditor Level SettingsEditor Level ValidatorEditor LoggerEditor Log HelperEditor MainEditor Main MenuEditor Main ToolbarEditor Main UpdateMap Sensor EditorMaster Spline EditorMaterial EditorMeasures Inspector HeaderMesh Editor (Base)Mesh Road EditorMesh Spline EditorMission EditorMission PlaybookMission Start Position EditorMulti Spawn Manager (Vehicle Groups)Navigation Mesh EditorEditor News MessageObject Tool (Object Select Edit Mode)Object To Spline EditorParticle EditorPerformance Profiler / Camera RecorderPhysics ReloaderPrefab Instance EditorEditor PreferencesRace / Path EditorRally EditorRaycast Test Editor ToolRenderer Components Editor ToolRender Test Editor ToolResource Checker Editor ToolRiver EditorRoad Architect EditorRoad DecorationsRoad Editor (Decal Road)Road Network ExporterRoad River Cache HandlerRoad River GUIRoad Spline EditorRoad Template EditorRoad UtilitiesScene TreeScene ViewScreenshot Creator BootstrapScript AI EditorScript AI ManagerSensor Configuration EditorSensor DebuggerShape EditorShortcut LegendSidewalk Spline EditorSites EditorSlot Traffic EditorSuspension Audio DebugTech Server ManagerTerraform ToolTerrain And Road ImporterTerrain EditorTerrain Materials EditorText EditorTool ManagerTool ShortcutsTraffic DebugTraffic ManagerTraffic Signals EditorUndo History ViewerVehicle Bridge TestVehicle Detail ViewerVehicle Editor MainEditor - VisualizationEditor Viz HelperEditor Water Object HelperEditor Windows Manager

UI

Resources

BeamNG Game Engine Lua Cheat SheetGE Developer RecipesMCP Server Setup

// RLS.STUDIOS=true

Premium Mods for BeamNG.drive. Career systems, custom vehicles, and immersive gameplay experiences.

Index

HomeProjectsPatreon

Socials

DiscordPatreon (RLS)Patreon (Vehicles)

© 2026 RLS Studios. All rights reserved.

Modding since 2024

API ReferenceGE Extensionseditor

Traffic Signals Editor

Editor tool for creating, editing, and simulating traffic signal systems (instances, controllers, sequences) within the world editor.

Editor tool for creating, editing, and simulating traffic signal systems (instances, controllers, sequences) within the world editor.


Module: M (extensions.editor.trafficSignalsEditor)

FunctionDescription
M.getCurrentElements()Returns the element lookup table (instances + controllers + sequences by id)
M.getCurrentSignals()Returns {instances, controllers, sequences} tables from the editor
M.setCurrentSignals(data)Overwrites editor signals data; defaults to core_trafficSignals.getData()
M.loadFile(fileName)Loads signals JSON (default: editor.levelPath.."signals.json")
M.saveFile(fileName)Saves serialised signals JSON to disk
M.onEditorInitialized()Registers the editor window and edit mode
M.onWindowMenuItem()Opens the Traffic Signals Editor window
M.onEditorGui(dt)Main per-frame draw; tabs for Signals, Controllers, Sequences, Simulation
M.onClientEndMission()Resets initialisation flag on mission end
M.onSerialize()Serialises editor options + signals data
M.onDeserialized(data)Restores serialised state

Key Internal Functions

FunctionDescription
resetSignals()Clears all instances, controllers, sequences, and selection state
simulate(val)Starts (true) or stops (false) the traffic signal simulation
checkSignalErrors()Validates all signal instances and elements; populates simLogs
processGroups()Groups signal instances into intersections by proximity and direction
smartSelectObjects(radius)Selects similar TSStatic objects within radius with matching rotation
renameSignal(instance, newName)Renames a signal and updates linked scene objects
autoNameSignal(instance)Generates a smart name based on the assigned controller

Usage Example

-- Load and inspect traffic signals in the editor
local editor = extensions.editor_trafficSignalsEditor

-- Load signal data from a custom file
editor.loadFile("/levels/myLevel/signals.json")

-- Get all current signal elements
local elements = editor.getCurrentElements()
for id, elem in pairs(elements) do
  log("I", "", "Element: " .. tostring(elem.name) .. " [" .. id .. "]")
end

-- Get structured signals data
local signals = editor.getCurrentSignals()
log("I", "", "Instances: " .. #signals.instances)
log("I", "", "Controllers: " .. #signals.controllers)
log("I", "", "Sequences: " .. #signals.sequences)

-- Set custom signals data
editor.setCurrentSignals({
  instances = {},
  controllers = {},
  sequences = {}
})

-- Save signals to disk
editor.saveFile()

-- The editor UI provides:
-- * Signals tab: create/select/position signal instances, assign controllers
-- * Controllers tab: define signal types and state durations
-- * Sequences tab: create phased sequences with multiple controllers
-- * Simulation tab: play/pause/stop traffic light simulation
-- * Shift+Click in viewport to place new signal instances
-- * Gizmo-based transform of signal positions and rotations
-- * Smart object selection for linking TSStatic traffic lights
-- * Undo/redo support for all create/delete/transform operations

-- Signal instance lifecycle:
-- 1. Create instance (position in world)
-- 2. Assign a controller (defines signal type: lights, etc.)
-- 3. Assign a sequence (phases that coordinate multiple controllers)
-- 4. Link scene objects (TSStatic traffic light meshes)
-- 5. Simulate to test timing

-- Controller definitions can be customised per-level
-- via signalControllerDefinitions.json

See Also

  • Editor AI Tests - Related reference
  • Editor AI Visualization - Related reference
  • Editor – Assembly Spline Tool - Related reference
  • World Editor Guide - Guide

Traffic Manager

Editor tool for managing traffic vehicle configurations - create/edit traffic vehicle definitions, configure roles and behaviors, run traffic simulations, and save/load traffic sessions.

Undo History Viewer

Editor window that displays and interacts with the undo/redo stacks for the world editor.

On this page

Module: M (extensions.editor.trafficSignalsEditor)Key Internal FunctionsUsage ExampleSee Also